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Hoo

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Everything posted by Hoo

  1. 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?
  2. 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!
  3. Wow, thank you indeed! It seems working correctly now.
  4. 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
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. By the way, I have a question about Wahai Poraga. This weapon has been addressed and fixed since 2.0 version, and I really wonder how this weapon's additional attacks work. 1) is each individual additional attack considered as melee-weapon attack? For example, Carnage should be applied on the hits in this case, and can generate Focus. 2) Several Primary/Full Attack abilities are applied on whole enemies while attacking a target with a few unique weapons, such as Whispers of the Endless Paths. Does Wahai Poraga's each hit cause those corresponding effects of Primary/Full Attack abilities? 3) Can each critical hit cause Enervating Blows/Interrupting Blows? This weapon seems very uniquely designed, but I've never used it yet, because the vanilla version looks meh. Has anyone tested how this weapon exactly work?
  11. Hello. The reason I requested this one is that, the Hood looks like being designed for range/melee dual-wielding, but the Duelist weapon restrictions are quite narrow. For example, Scordeo's Edge is a Sabres which really fit with its another pair item; Scordeo's Trophy, and Priest of Magran's Spiritual Weapon summons a pistol and a sword... Adding Swords and Sabres for the Duelist's weapon restriction would make the duel-wielding a bit more attractive imo. Thanks in advance!
  12. How about adding some bonus like additional Penetration, AR, Deflection, or something like this on Spritshifter while bieng Spritshifted? For example, Devoted gets increased Pen/Crit Damage and Stalker gets Deflection/AR bonuses. The current Spritshifter is not actually BETTER than the other subclasses while being spritshifted, since the bonuses of the current Spritshifter are increased number of chance to be spritshift and healing after being Spritshifted. I think those simple stats boosts while being Spritshifted would be enough for boosting Spritshifter's martial part.
  13. I'm not sure whether the PL bonuses of both Wilstrike and Greater Wildstrike are the best fit for those abilities, because the abilities are suited for Shifter due to the auto-attacking damage boosts but currently the PL bonuses seems much more suitable for the other subclasses and Shifter cannot cast spells while spiritshifting so the sublcass barely benefits from the PL bonus. By the way, I think the bounce effect from Fury spiritshift form would be better to be replaced with something different, just because Driving Flight cannot be applied on top of the bouncing. I've been disappointed about the implementation so far.
  14. Could you consider to adjust Takedown Combo ability as you've done to Assassin(applies fixed 1 sec)? In addition to this, I'd like to suggest another; I think Taste of the Hunt should be ApplyOnTick instead of ApplyOverTime. Honestly, the AplpyOverTime is a bit broken and meh...
  15. How about adding some cumulative buff effect(s) after Flesh Communion, like buffing AR/CON or whatever related to defensive perspective for a while, if you really consider to make Corpse Eater as tanky Barb style?
  16. Thank you for answer! It's really weird that some abilities can be but some others cannot. I probably need to test myself for each abilities... Inconsistent implementation is kinda headache indeed.
  17. Hello. I'm wondering which Weapon-based abilities that cause some afflictions on targets can be benefit from AoE weapons such as Whispers of the Endless Paths, Rod's Modal attack, and so on. Especially in case of Rogue's abilities, does all the abilities, Crippling Strike, Blinding Strike, Finishing Blow, Withering Strike, and Strike the Bell, does all of these apply on the AoE? In addition to this, I'd like to know Monk/Fighter's case, too. Thanks in advance!
  18. Thank you for explaining in detail! Could I ask two things about your mod? First, I found a way to put "Upgraded From" into each Greater Lay on hands/Hands of Light variant by adding code in each Components of abilities.gamedatabundle, like: { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "UpgradedFromID": "48055de2-1e87-4452-8478-490e81839b80" } I just copied and pasted the code from the bug fix of Mule Kick in Community Patch Basic and modified the "UpgradedFromID" accordingly. It seems working fine, at least on the description, but I'm not sure whether there is any side effect/malfunction or not. Second, in the file named statuseffects.gamedatabundle of the attached mod, it contains all of Hands of Light variant, but has one Greater Lay on Hands thing. What's the difference between those, and Why is this working correctly even though Greater Lay on Hands for Darcozzi Paladini/Shield Bearers are not included in here? Thanks in advance!
  19. Thank you very much!!! I really want to learn making mod myself, but it seems quite hard for me, sadly. I'm trying to learn it by extracting the other mods such as Balance Polishing Mod and Community Patch Mod and I can change several values form the mod now, however, the things like adding something new or changing overall effects are barely possible for now. I have to look into the mod what you've attached for deeper study. Thank you again! EDIT: I found a small bug that the description doesn't show "Upgraded From". My char doesn't reach enough level to get the upgraded version yet; I hope it would be a typo.
  20. Hello. I've always felt that those abilities should become being upgraded from Lay on Hands, because those perfectly contain the Lay on Hands's effects in addition to additional effect(s). I guess reason the abilities are independently implemented instead of being upgraded from is because the additional effect, Robust or Courageous, is too strong to be PL 3 ability with 1 cost of Zeal. Anyway, is it possible to make the abilities as I've mentioned, with correct PL bonus (it should follow Lay on Hands) and lowering the Inspiration effect by 1 (so those will be replaced with Hardy/Resolute respectively)? There are several variant of Lay on hands according to subclasses, so each of them would needs to be modified too. Thanks in advance!
  21. I personally love your Custom Catalogue mod, since there is few mod that rebalances/revises PoE II items. It is really annoying for me that there are lots of unique items having no unique stats at all.
  22. I'm not sure this belongs to either Community Mod or Balance Polishing Mod, but it seems that Ninagauth's Killing Bolt doesn't summon Spectre even if I it killed an enemy of non-spirit type. Could you check it out?
  23. By the way, I'd like to suggest an idea for self-revive abilities that activates after being knocked unconscious (Fighter's Unbreakable/Unrelenting and Paladin's Providence and Sacred Sacrifice would be the target in this case, even though Sacred Sacrifice is active ability). Most of those abilities require higher level to acquire, but are very much situational. I'd not say "Higher level abilities must be stronger than lower level abilities", but the principle of BPM is somewhat similar with this, isn't it? I mean, You've been tweaking lots of things for making SC attractive as much as MC is, so I personally think that those abilities also need to be handled. Of course, I know BPM has already been doing it, however, the thing making why the abilities are meh still remain as it is imo; Rest is forced after battle with using the abilities, in order to remove Injury. This may seems small and minor, but the QoL (Quality of Life) is quite important. Injury can be removed by a specific potion, and there is not disadvantage or demerit to keep resting, but most of players would not prefer to wear equipment that provides abilities with x/rest for sure. I'd like to suggest tweaking those abilities' QoL, meaning that those don't give injury status while being knocked unconscious with some limitation, something like cooldown you've added on several abilities such as on Furyshaper's penalty while Ward is destroyed. Lastly, in case of Vengeful Defeat, how about changing the activated condition from being knock unconscious to Near Death with the cooldown limitation? But, yeah, I should consider how the changes are hard or easy to implement technically, in aspect of modding. If those are time-consuming process or nearly impossible to implement, just forget it and forgive me please.
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