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Hoo

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Everything posted by Hoo

  1. I'd rather say Draining Whip is too strong. This passive is doubling the effect, while similar passives from the other classes are not; Such as Fighter's Rapid Recovery and Monk's Lesser Wound.
  2. First of all, I really thank you to keep enhancing your great mod with ceaseless efforts. I personally like the ability and the subclass, but... Unbroken is already a good Fighter subclass imo, at least comparing with Black Jacket, especially on BPM version, because several synergized things, like Powder Burns, universal effects of some unique items and so on, have been nerfed. I do not say that Black Jacket needs to be buffed, though. The subclass is probably still interesting and has unique feature that the other classes/subclasses cannot achieve.
  3. Thank you for the reply! It's really sad to hear that fact though. By the way, I have another question of Deadfire implementation; Carnage, Barbarian's innate ability, seems not being affected by damage bonuses such as Weapon Quality upgrade and passive abilities increasing the damage dealt, like Blooded. The description said "Base Weapon Damage" so... Daggers, for example, have 10-14 base damage and Carnage with this weapon would be 3.3-4.62 without any scaling, except the 10% PL scaling?... I felt this value is quite low... The 10% PL adjustment for Carnage, which is actually 3.3% per PL, is very weird for me, because Sneak Attack's PL scaling is additive +5%, e.g., 20% + (5%*PL), not 20% + 0.2%...
  4. Hello, I'm trying to modify the Beam spells as the other spells are, i.e., making those duration to scale with PL and Intellect. The Beam spells have its own "AttackBeamComponent" that contains duration and intervals, and it seems not option to apply the scaling effect, sadly. I guess the non-scaling by PL and Intellect of Beam is hard-coded so it cannot be modified, right? Thanks in advance!
  5. @Noqn, Is it possible to show the whole list of EquippableComponent > AppearancePiece > ModelVisualDataPath, like you've done at VisualEffects > VisualEffect that shows the entire list of prefab related spells/ablilities effects? Thanks in advance!
  6. I'm currently considering to use several icons from similar games, i.e., Pathfinder series, size modification is needed since the size of the games are not fit with PoE II icons' size. Is it illegal by the way?... If this is illegal, I might need to create some icon images from chatGPT or something like that.
  7. Hello. Is it possible to import/load the other icon image from this modding tool? Thanks in advance!
  8. I'm creating my own mod, and I want to change a spell color accordingly; For example, I'd like to change a spell's element keyword from Fire to Acid and the spell is directly borrowed from vanilla using @Noqn's great Modding Tool, aka Apotheosis. The spell's visual effect, of course, is burning and red-colored, so the color should be changed to greeny one, because the color is visually fit with Acid. Is it possible to change the spell effect's color without making new effect?... Or, do I need to use a tool likt Unity to create or adjust the effect? Thanks in advance!
  9. I honestly think most Godlikes are underwhelming comparing with the other races, especially without Mods like Community Patch and Deadfire Balance Polishing Mod. There are several great Headgears, such as Fair Favor, Helm of the Falcon, Heaven's Cacophony, and Helm of the White Void, and the other races have its own passive abilities already. The penalty cannot wear a Headgear is quite serious imo. Anyway, the best Godlike is probably Nature Godlike, because their innate ability is relatively easy to be achievable. I'm still, however, not sure the universal +1 PL is really comparable with the above great Headgear's effects + the other races' passive bonuses.
  10. BPM also improves Wildstrike and Greater Wildstrike that provides corresponding elemental PL bonuses, so I think Shifter is not better version of Animist anymore, since Animist can cast several elemental spells with the boosted PL while being spiritshifted, which cannot be done by Shifter due to its innate penalty. That's why I felt that Shifter needs something more in the current BPM. Shifter has versatility and flexibility for the spiritshift forms, but the cooldown changed by BPM makes this advantage somewhat obsolete comparing with vanilla version. The forms are generally buffed which means every Druids subclasses can benefit from the forms, so this change is not retricted to Shifter. However, the PL bonuses from Wildstrike/Greater Wildstrike are barely useful for Shifter. This is obivously a new relative drawback of the Shifter in BPM imo.
  11. Druids, including Shifter, is actually not a martial class, but the Shifter somewhat focuses on the martial parts with his Spiritshift abilities because the subclass cannot cast spell while being shifted so that the subclass barely benefits from the PL bonuses from BPM. I'd say Shifter would be considered as martial/caster hybrid class due to the above reason. Spiritshifts of Shifters are mostly for martial functionalities, aren't those? The forms never provides caster-beneficial effects for Shifter. So... A bit more mitigation of penalties from Shifter would be very appreciated.
  12. This is probably me. I've been using a mod that replaces the current tier 3 with actual upgraded version which requires 1 cost as previous ability.
  13. Finally! I really appreciate your great and endless effort for Deadfire. Thank you!
  14. I'm not sure this is a display bug, but it seems that the PowerLevelScaling Value is actual number that increases, instead of % rate. For example, as shown in the attached file, the UI shows "+20% Value per Power Level" since I set ValueAdjustment to 20, and the Base Value is 200, so the 200-pt All Damage Shield of Beetle Sheel should scale with +40-pt per Power Level. However, I've tested the change and I noticed that the Shield effect increased by 20 per PL, which is the actual number I've input into the ValueAdjustment. I'm not sure whether this is just an exceptional case; Does this happen only in case of Damage Shield effect?...
  15. Thank you indeed, Noqn! I'd like to add one thing in addition to your advice; is it possible to remove the NPC after completing the related quest? I found her GUID from here and there are many scripts, but I cannot know which script fit for the purpose... Would you know which one should be used in this case?
  16. I found a conversation bug and I really want to fix this with your great mod, but it's quite hard for me what should be modified. A NPC, Li'l Woody, located in Dunnage and belongs to The Man of Chimes quest, does not disappear even after the quest is completed(with the safest way; Giacolo is rescued), and she kept doing same conversation like when I first meet her. I found the related conversation data from Conversations → 17_cv_lil_woody, however, I still don't know how to fix this... Could you give me some advice? Thanks in advance!
  17. Hello! First of all, I really appreciate an incredible modding tool developed by @Noqn!!! I'm trying to practice Deadfire modding with this great tool so far. What I'm doing is to enhance several equipments' options including upgrades; currently, I'm modifying Casità Samelia's Legacy, specifically. Scars and Memories' % chance seems quite low for me, so I want to make it more attractive with higher chance and some more improvements. The change list is something like, - Improves the % chance from 25% to 50% - Slash attack enemy when Hit in melee(No Slash damage type restriction and can be occured when being Grazed) - +2 Penetration - Increases its range from 1.5 to 1.75 against several ranged melee weapons, such as Quarterstaffs I attached the file what I changed as described above, but it seems that the % chance change doesn't work correctly... I set the chance to 50%, however, it still activates very infrequently, like under 30%... BaseValue and ChanceToApply should be the value to modify the chance(I tested the value to set 100% and actually it works as intended in this case) imo, right? Am I doing something wrong? Any advice would be really appreciated! items.armors.casita_samelia's_legacy.gamedatabundle
  18. This would be probably not mandatory, but I'd like to remind you that there is an armor, Iridescent Scale, which can cast a summoning spell, Conjure Greater Blight; since the spell of Druids has been changed, the armor's ability also might need to adjust.
  19. There is a small bug that shows Unbroken's -10 Stride penalty as a debuff Icon on Character UI, like the previous Enchanter's passive. Could you check this?
  20. Zandethus Draconic Fury spell is a very good spell, but I've felt that this spell has some inconsistency because its recovery time is so long, while most of self-buffing spells' recovery time is set to Instant. I'd like to suggest changing the spell's recovery time to Instant. If this change seems too strong, increasing cast time as a trade-off would be good adjustment imo.
  21. I'm sorry to post this because it would not be the current topic, but I really want to discuss about this one. There are several xx-pt Damage Shield spells/abilities in Deadfire, and as far as I know, all of those never scale with PL/Level/Whatever. I accidently saw a mod from Steam Workshop which mades a chant related to the shield, Her Courage Thick as Steel, to scale with PL. https://steamcommunity.com/sharedfiles/filedetails/?id=1678414677 Since BPM has changed lots of none-scaled abilities/items/summons to be scaled, I'd like to suggest adjusting the xx-pt Damage Shield spells/abilities to be scaled if this change is technically possible and applicable.
  22. I feel that it seems like a nerf to change the passive ability from being infinite while Near Death to 6 sec duration with being able to heal after getting to Near Death. How about adding another synergized ability to Death Godlike; an ability that prevent to decrease HP below 1 for fixed 1~3 sec and remove all buffs and nerfs status when the Death Godlike receives damage that kill him/her. With this ability, Death Godlike can do self-damage(good for Paladin, Berserker, and so on) to activate Pallid Fate without BDD combination. The most difficult thing to utilize the Pallid Fate for me was, it's really hard to get Near Death status once intentionally and safely without BDD.
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