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BotW Recalibrated v.1.2b

A Mod for The Legend of Zelda: Breath of the Wild (WiiU)

Updates

v.1.2b 2mo
  • BugFix Fixing an issue with the upgrade materials for the Hero set.
v.1.2a 3mo BugFix v.1.2 9mo BugFix Tweak v.1.1 10mo Tweak v.1.0 11mo Overhaul

Better internal consistency and reduced difference between early game and late game.

Description:

  • This mod attempts to fix the game balance issues noted below by “recalibrating” the power curve so that there will be a much smaller difference between the weapons/armor/enemies at the beginning of the game and the weapons/armor/enemies at the end of the game. This way the power curve will be more linear and less quadratic, and hopefully make the game feel more consistent.
  • I originally wanted to keep my changes relatively close to the normal game, creating sort of an “enhanced vanilla” version. I’m pretty sure that I failed horribly at that goal, because in the end the changes for this mod ended up being pretty extensive. Playing through the game with this mod should feel a bit different than either the vanilla game or the ever-popular Hyrule Rebalanced.

Rationale for this mod:

  • There are a number of weapons in the game which I would consider my favorites. I prefer to use those favorites whenever possible, but most of them are things like Zora and Rito weapons which are not high-end weapons. I found it frustrating that my favorite weapons would all eventually become obsolete compared to Royal, Ancient, or Savage Lynel weapons.
  • If that was my only concern about the game then it would be easy to fix by just modifying the stats of my favorite weapons. However, I also had concerns about game balance in general, especially about how the beginning weapons and late game weapons were so wildly different. For example, the Royal Broadsword is more than seven times as powerful as the Traveler’s Sword. Meanwhile, 4-star armors are around seven times as strong as unupgraded armors. Combine these issues with the fact that Silver and Golden monsters have ridiculously high health and it starts to feel like the beginning of the game and the end of the game are no longer the same game. This issue is compounded by the non-linearity of the game, because if you know where to find strong weapons early on then it disrupts the game balance even more.

Summary of changes:

  • Disabled weapon scaling and enemy scaling (this was originally a bug, but I liked it so much that I turned it into a feature).
  • Reduced the large difference in effectiveness between strong and weak weapons, so that weaker weapons remain useful for longer and are less likely to become completely obsolete.
  • Reduced the large difference in damage between two-handed weapons, one-handed weapons, and spears.
  • Even though weapon scaling has been turned off, weapons can still randomly get white/blue/yellow bonuses. Weaker weapons will get larger bonuses than stronger weapons.
  • Rebalanced all enemies to account for both the removal of enemy scaling and the changes to weapon damage.
  • Reduced the large difference in defense strength between unupgraded armors and fully upgraded armors.
  • Improved internal consistency within weapon families and between different monster types.
  • This mod will work with Normal Mode, but is intended to be used with Master Mode.

For a more detailed description of the changes, follow this link: https://docs.google.com/document/d/1ztc50PS6gs9FshwwzdgAwRYOytBEVByuj2-8uIMM8Oo/edit?usp=sharing

Recommended gameplay mods:


Recommended visual mods (these are just my personal preference and might not be everyone's cup of tea):


For maximum compatibility, make sure that BotW Recalibrated is at the end of your load order in BCML.

  • I don't use Zelda or Linkle mods, but they should be compatible if you set up your load order correctly.

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  • lexo1000 avatar
    lexo1000 Joined 24d ago
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    20d 20d
    This mod is awesome thank you so much! Best rebalance mod by far. Do you plan to publish new updates or can I begin my new playthrough safely with it?
    Also, please could you tell me if it is compatible with these mods?
    Thanks a lot
    Bananite
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  • That_Ski_Freak avatar
    That_Ski_Freak Joined 9mo ago
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    9mo
    I am trying to make the game really hard, which mod makes the game more difficult, this or hyrule rebalance?
    Mr. Fast avatar
    Mantra
    Mr. Fast
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  • Acydical avatar
    Acydical username pic Joined 3y ago
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    9mo 9mo
    Do you think you can release a Wii U friendly version of this mod? I like playing on official hardware and I am sure many other are in the same boat as I.

    When I say Wii U friendly I mean just zip the files instead of putting them into a .bnp. 
    Play Crosscode :)
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  • Serj Targarien avatar
    Serj Targarien Joined 10y ago
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    10mo
    Hi! I have a question about this mod and its interaction with other mods. I love the whole idea of the mod but love having the weapons endure a bit more damage. I'm using the mod alongside https://gamebanana.com/gamefiles/10122 (the bps version) for more durability. 

    I don't know if they are incompatible straight away or I have a mod order or something else, but I still feel the weapons break a bit too quickly. May be my imagination, though, so I'd love to know how they interact exactly. 

    Does the other mod multiply this mod's values if its priority is higher? Does it just overwrite the values in the mod with improved vanilla values? If someone can clarify it for me I would be really grateful. 
    Bananite
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  • Ridly avatar
    Ridly Joined 2y ago
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    10mo
    Yea I have some weapons that I prefer to use over many others, such as the "goddess sword" that skyward sword, sword. so i just edited the stats to even it out with high end weapons, I use my weapons as specifics, like this is my general use sword. basically use it anyware and everyware, but say I need to fight a guardian, I will use a specific other weapon for that instead.

    Bananite
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  • Gisgo76 avatar
    Gisgo76 Joined 10mo ago
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    10mo 10mo
    My only problem with Botw was that while the normal mode is way too easy, the master mode can be frustrating.
    Turning monsters into health sponges isnt a good way to make the game more challenging.
    This mod in combination with "no health regen" takes out the frustration of Master Mode but keeps the challenge.
    I was skeptic about changing weapon&armor values but it turned out the changes you made are working well: the difficulty feels more linear than before. No enemy scaling is a good feature, too.

    This is a VERY good mod, that deserves MANY more downloads. It gets things done without overmodding. Its minimalist in a good way (less is more).

    Will you take an advice? The mod needs a name that is as good and simple as it. Describe your mod with two words.

    Something as easy as "Knight Mode" or "Vanilla Reloaded".

    Because, let me say it again, the mod is good, it makes the game better, and deserves more downloads.
    Bananite
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  • Could you remove life regeneration from enemies in master mode? Thank you
    Bananite
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  • that rename is fucking hilarious 
    Bananite
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  • OkamiTakahashi avatar
    OkamiTakahashi Joined 10y ago
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    1y
    Might want to give it a different name since we already HAVE a Hyrule Rebalance.
    A Man of Many Mods...Installed
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    ArcAngelofJustice Joined 1y ago
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    1y
    @TheKeyofE#6020 Your Hyrule Rebalance mod sounds very interesting so far. I've looked at some of the stats.

    Personally I think Lynels should have lower health as they get tedious to fight, but that's a me issue. I should get around to releasing my own Weak Lynels mod now that BCML can keep them compatible with Rebalance mods anyway.

    Another thing I like about Hyrule Rebalance is it makes some bosses like Hinoxes much tankier. This ties into my same criticism of vanilla; in that it's silly that even the weakest Lynels have more HP than Hinoxes. I love fighting Lynels but it's a bit much.

    I noticed you lowered Ganon's HP. Did you test the cutscene? You'll run into an issue by default in that if the player has defeated the four blights that the amount of health reduced in the cutscene will be half, but when the game starts up again he will have only a fraction of his health. Unless you have changed the event, Ganon loses 1000HP for each divine beast. This will leave your Ganon with only 1000HP for players who have completed the main story. If you are going to make this change I would recommend decreasing Ganon's defensiveness by altering his DamageParams, not by changing the actual value of his health. (Personally I think the end fight Ganon should be tankier anyway, but I have my own mods for that so it doesn't really matter.)

    Overall thoughts: It's cool to see another rebalance mod, but I don't see what sets you apart from Hyrule Rebalance other than that you don't have Charade's altered stamina or flurry rush involved, and you don't have his changes to food (yet). One thing you could potentially do from here is make your mod more modular. Now that we have BCML it should be easier to, for example, package two mods: one for armor, weapons and enemies, and another for changes to food and potions.

    I'm very interested to see what you do from here.

    Bananite
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TheKeyofE
TheKeyofE Joined 2y ago
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TheKeyofE Joined 2y ago
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Development Info

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Resources used:

  • Python packages: aamp, byml-v2, sarc
  • Notepad++
  • BCML

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