Monster Overhaul
Posted: Tue Dec 10, 2019 10:34 am
I've got working code for changing the stats of mosters in DFU.
What I can not change:
*Adding new monsters
*Change Human stats
This mod will aim at fixing a couple of things and could potentially be used for more:
* Increase power level of high-level mobs. To make them even more frightening and to make the game still be a challange for high-level characters.
* Rebalance existing monster to eachother for more consistent performance compared to mosters descriptions and in-game models.
* Increase power range of mods. Increase what is the weakest and strongest a monster type can be. For weaker and stronger normal orcs for example. This could problably be levelscaled, but I'm not really interested in levelscaling.
* Possibly rebalance monsters for Jay_Hs Unleveled Mobs mod, so the difficulty of the mobs in a dungeon type are more internally consistent. I think this can be done as an automatic scripting that detects if you have Unleveld Mos active.
* Difficulty setting. A slider that buffs or debuffs monster stats.
The biggest job here is really just looking over all the monster stats and consider what should be changed and rebalanced so it is still internally consistent and does not make the game unplayable.
Here is an excel file of all the monsters and their relevant stats for this mod. I am not completely sure of what "Level" does, but I seem to remember it affecting some calculations for spell resistance and stuff like that.
Possible future plans:
Change the look of some existing monsters? For exampe, making werewolves/boars bigger.
Introduce new monster types (more mod access needed, so not at the moment)
With the help of someone with know-how about the model assets of the game, we can make new enemies that are buffed or debuffed versions of existing monsters. Like giant bears or sabertooths. Or Gigantic Rats? More orc variety with some color details to mark the difference.
What I can not change:
*Adding new monsters
*Change Human stats
This mod will aim at fixing a couple of things and could potentially be used for more:
* Increase power level of high-level mobs. To make them even more frightening and to make the game still be a challange for high-level characters.
* Rebalance existing monster to eachother for more consistent performance compared to mosters descriptions and in-game models.
* Increase power range of mods. Increase what is the weakest and strongest a monster type can be. For weaker and stronger normal orcs for example. This could problably be levelscaled, but I'm not really interested in levelscaling.
* Possibly rebalance monsters for Jay_Hs Unleveled Mobs mod, so the difficulty of the mobs in a dungeon type are more internally consistent. I think this can be done as an automatic scripting that detects if you have Unleveld Mos active.
* Difficulty setting. A slider that buffs or debuffs monster stats.
The biggest job here is really just looking over all the monster stats and consider what should be changed and rebalanced so it is still internally consistent and does not make the game unplayable.
Here is an excel file of all the monsters and their relevant stats for this mod. I am not completely sure of what "Level" does, but I seem to remember it affecting some calculations for spell resistance and stuff like that.
Possible future plans:
Change the look of some existing monsters? For exampe, making werewolves/boars bigger.
Introduce new monster types (more mod access needed, so not at the moment)
With the help of someone with know-how about the model assets of the game, we can make new enemies that are buffed or debuffed versions of existing monsters. Like giant bears or sabertooths. Or Gigantic Rats? More orc variety with some color details to mark the difference.