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Everything posted by Harpagornis
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Yeah, NWN was really cool regarding Shapeshifting. I dont think that we need to push Shifters that far (15+4 Forms sounds like overkill) but there should be some more changes coming. If we can get them in. Or if Obsidian gives Shifters some love. Good joke - no? As the modding eats time like nothing else (and i tend to play around with the codes too much) i have made only small progress: 1. All spells with keyword "Elements" got removed (except for Natures Mark Autogrant) 2. I have started to give each Form additional tranformations at level 4, 10 and 16 (four time shifting for each form!) 3. I have started giving all Forms innate affliction immunities (starting from level 1!) 4. Replaced Bears Level 16 ability Crush (Panther Leap) with RAGE! (Citzals Martial Power). This should "solve" the Accuracy Problem and it also transforms the Bear into a really cool looking Spirit Bear! 5. Replaced Stags Level 10 ability Vigorous Defense with Revenge (Blade Turning) while increasing its duration to 10 s. We need more OP buttons no? More to come soon... hopefully!
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Brilliant idea @mammasaura!!! I created all files needed and indeed the ability pops up in level screen: +1 for level 0 spells. Great! But then i looked at the spiritshift forms. Still at 1 usage. Looks like spiritshifting is not counted as a spell... Is there an AbilityBonus status effect? Lets see...
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After hours of trying i finally found a solution: In the PT i used the following Conditionals for the Level 0 Bear: {"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean IsLevel(Guid, Operator, Int32)","Parameters":["b1a8e901-0000-0000-0000-000000000000","GreaterThanOrEqualTo","4"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-121159574},"Not":true,"Operator":0},{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["65eddbbd-8489-46ff-a2b7-56c954c61198"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-121159574},"Not":false,"Operator":0} Many more Forms to create!!!
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I build a new Bear with unique ID in the PT for level 4 (also filling Remove and RequiresAbility). Then i created a Bear_Shifter_Ability file with 2 ability uses per encounter. When now starting the game the following happens: 1. The new Level-4-Bear is shown in level-up-screen 2. He gets a new icon in the Shapeshifting UI Problem is: The old bear icon is still there even though it now does nothing. I used VisibilityConditions (and others) to get rid of it but failed... Which tables have to be reworked to remove the old icon? PT? PT + Ability? Another one? Which PreRequisite should be used? Thanks for your help!
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Okay, i reworked the table like you said @Armakoir but things are still not working: "ActivationObject": "Self", "AddAbilityID": "02f2e79e-d4da-4511-b602-8240023688ac", "Category": "General", "Note": "PL 1 Unlock - Winter Wind", "Prerequisites": { "Conditional": { "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 1231916529, "ParameterHash": -121159574, "Parameters": ["65eddbbd-8489-46ff-a2b7-56c954c61198"], "UnrealCall": "" }, "Not": true, "Operator": 0 } ], "Operator": 0 }, "IsMutuallyExclusiveUpgrade": "true", "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "ClassID": "568f1c26-1398-4e67-8b81-0f6a60e6cdde", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "VisibilityConditional": { "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 1231916529, "ParameterHash": -121159574, "Parameters": ["65eddbbd-8489-46ff-a2b7-56c954c61198"], "UnrealCall": "" }, "Not": true, "Operator": 0 } ], "Operator": 0 } }, "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "UnlockStyle": "Unlock" Everything looks right... no?
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Its not working - but why? "Prerequisites": { "Conditional": { "Components": [ {"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["f4ce16ff-8243-4a75-b3d8-ae1487198aa5"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":1092581445},"Not":true,"Operator":0},{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["88811ed8-adef-4ca3-af2f-871af1682dd6"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-924966531},"Not":true,"Operator":0}] Must it really be an AvailabilityConditional? VisibilityConditional is also doing nothing - the spells are still available and visible... i hate this PT...
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At first i thought that one would be easy using "LevelScaling":{"BaseLevel":1,"LevelIncrement":3,"MaxLevel":0,"ChangeFormAdjustment":1} in the Bear_Shifter_ability table. But it does not work. Maybe the Adjustment is wrong? Or the File? Thanks for your help! EDIT: "PowerLevelScaling":{"ScalingType":"Default","UsageAdjustment":1} is also not working
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Elemental spells should be gone soon. Hopefully. If this works i will try to go for the next steps: Making Spiritshifting more powerful. There is an interesting part: If you allow multiple transformations per form each spiritshifting will refresh all (!) active abilities. I think thats something to remember. Theoretically we could give the Shifter endless tranformations with endless abilities. Okay, that would be a bit OP but its time to think about how often a Druid can spiritshift. Maybe the number can increase with level? Two at level 4, three at 10, four at 16. Sounds interesting at least on paper!
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Good point @mant2si. The dream would be to create a unique class the is fun to play while also being at least in the mid-upper tier. The problem is that modding unique mechanics are far above my skills even though i would really like to integrate them. So for the moment i must live with my low skills while still finding ways to make Shifter more appealing. Not to forget: My personal aim is solo play. In best case the Shifter will be strong throughout the game until hitting level 20. Sounds like a lot of work... :D