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About na314

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  1. I’ve decided to run a custom party for my latest potd play through. I never tried the new subclasses, so my main will be a melee trickster rogue +tactician fighter. To join him on his adventure, I’m bringing Tank / healer - troubadour chanter + shield paladin 2nd melee dps- barbarian + monk (not sure on subclasses for either) ranged dps / healer / debuffer - kind wayfairer paladin + beguiler Between the Herald and my second paladin, I feel like I have more than enough healing to keep the team going. The cipher/paladin should help me trigger brilliance with my ta
  2. Hi All, Does anyone know if the various fire effects on Monk's and Chanters are benefited by improved Fire Power Levels? For example, would Magran's Favor help a Monk's Burning Lash via Turning Wheel? Or a chanter's The Dragon Thrashed, the Dragon wailed? I'm interested in putting together a crit based Monk / Skald build that can benefit from increased crit opportunities from weapons like Sun and Moon. However, that got me wondering if I could leverage the fire power levels from Sun and Moon along with other gear to improve this build even further. Grateful for any
  3. Thank you very much Fhav6x! Those wings were indeed the biggest problem with the model. I am very grateful for your help.
  4. Thanks Fhav6X. See the below image. Also, it looks like the model ID in the game data bundle is sabre09. "ModelVisualDataPath": "prefabs/items/appearance/weapons/sabre/a_sabre09.asset" Thanks in advance!
  5. My favorite sabre in the game is the Aldris Blade of Captain Crow. It fits well with my high crit characters. Regarding it's appearance, it has a really sleek blade with cool glyphs etched on the side. It's great. The handle on the other hand is just awful. It is such a break in immersion that my sinister ninja type character has to stick his hand into the golden chicken carcass whenever he pulls his weapon. Request: Is there anyone here who can mod the model for this weapon so that we can keep the cool blade, but just replace the handle with a regular sabre handl
  6. Hi All, The Fighter>Devoted subclass can select only 1 weapon proficiency at creation. I want to apply the same restriction to the Rogue>Assassin subclass as well for roleplaying reasons. However, I can't seem to find the code in the game's files that enforces this limit of just 1 proficiency. I can find the code that controls weapon proficiencies for all characters as you level up in the Global gamedatabundle, but I don't want to limit all of my companions to only one proficiency. Only my assassin. Can anyone help me find the code I need to add to make my customiz
  7. One idea I've been toying with is creating a second ability similar to Soul Annihilation that would offer a defensive bonus. Name: Soul Reinforcement (name subject to change) Description: The Cipher consumes all of his Focus to create a protective mental barrier around himself. The strength of the barrier is proportional to the amount of Focus consumed. Shares the same cooldown with Soul Annihilation Details: 15 second Defense bonus (Deflection & Will) 1 Defense Point per 8 Focus Consumede.g. Casting Soul Reinforcement with 90 Focus will buff Deflection & Will by 11 poi
  8. I took a stab at creating a similar mod solution on my own yesterday afternoon. Not nearly as clean and elegant as yours, but I managed to get the desired results in-game. I largely referenced the configurations for the newly added Forbidden Fist monk class. I only realized yesterday that the solution I was looking for in the Soul Blade was recently created for the FF. With a few copies and tweaks, I was able to reapply the same logic. Still need to go back in and clean up the superfluous code and add some appropriate GUI entries (right now the debuff says "Cipher Forbidden Fist cost incr
  9. Not sure where the issue is, but the mod seems to cause an issue with Deadfire upon loading up the game. After the game starts and you are brought to the main menu, a number of the option buttons are disabled (e.g. the Load saved game button is grayed out and has a gear next to it). As soon as I disabled the Annihilation mod, the game menu was fine again. Trying to go through the files myself, but can't put my finger on the problem. -N
  10. Thanks Max! Especially for turning something around so quickly. I'll take a look at the file and test it out later today. Your alternative idea for Annihilation sounds intriguing. I'll track your post to see how it works out. It definitely would add more complexity to the mechanics for SA. -N
  11. Problem Soul blades are a terrific class concept, but tend to feel dull when you actually play them. Most people tend to use their Focus to just spam Soul Annihilation over and over. As a result, the rest of the Cipher's ability set just gets ignored because it is generally better to spend Focus on Annihilation than on another spell. This leads to an effective, but ultimately bland playing experience. Proposed Feature I want to introduce a cooldown to Soul Annihilation. Proposal Value Limiting a player's usage of Soul Annihilation will force him/her to be more tactical in its use a
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