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About Vonbek

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  1. Unity Console uses IPA to "cook" a new exe and libs for the game, so it doesn't appear in the mod list due to being Base/System level alterations. The "break" in Add Ability occurs with it being not only the only active, but the only resident and loaded Mod ( I did a "dummies" level test by shifting everything else out override folder and reloading into the Prologue Cabin. Icons either active as only mod, or active with any level of mods... Broken Add Ability. Icons either inactive ( but present in override ) or just not installed in Overrride... Add Ability works
  2. @MaxQuest, @Boeroer I has a sad... Had UC working on mates machine and thought the breaking was down to my machine and GOG vs Steam. Unfortunately I've found out the fail in the "Add Abilities" section of UC is a direct result of CP-Icons specifically. I can have everything else but it either off or a mix... no change to state. Full List and no Icons? Add Abilites works No List and Icons? Borked even on a fresh new game save with zero edits done and no residue from prior mod use Take Icons out and reload save? Add Abilities works
  3. Laptop started dying last week so treated myself to a new machine. Only issue is my dumb ass forgot to lift the Override and Portrait folders out the old one first. Specific worry is two images I'm currently using for a run just now and worried it might either bork or ruin my save fileif they're not present. Xoti - dark priest look, basically totally different to the normal one and her robes etc are black. Pallegina - more of a looking forward stance, darker and sharper picture. not the Catepillar or OG mod before folk ask, checked them. any
  4. "However: this is just generally speaking. There are enough special cases and subclasses or items and abilites where this might not apply. " And then even without changing Class you can swing the other way. HelWalker even as a support DPS wants to make sure it doesn't go too low on Con due to it's increased Incoming Damage ( 150% of normal at Max Wounds ) as it want's to be holding Wounds for Damage. It either wants to be stacking for Capped STR ( after abilities and equip/food/POE1 game state this can be as low as 11 base though ), or dumping STR and using
  5. @Boeroer : could that simply be done ( remember not a modder for this game so not sure of mechanics for mods etc ) by working out what the longest AOE animation is that could be abused for this, or if it is easier for DoT reasons check the effect window for the Initial Hit for the AOE and lock the Regain to : Regain balanced amount of guile of Initial Application for the Ability, then lock out any regain for that cast on a GCD to stop AOE/DoT ticks proccing the ability As said, remember I'm not modding here yet so no idea if somethign as simple as a First Hit Check followed by a GCD
  6. Would that not mean a shield by shield Suitability pass though? My thoughts are that Palm is specifically a "fist" shield if you look at the lore, same way Lantern would not be a suitable Bashing shield even though it's a small shield. So what would define whether a Bashing Shield should benefit from TS/MUT or indeed any QoL pass edits at all? Honestly curious which ones would be suitable as there's a few interesting mechanics out there I've avoided even on non TS/MUT ideas simply due to the lack of scaling vs the few scaling options.
  7. *Cough* Requires either ( Unity Console or CP-Keywords, or both ) and/or Tekehu Deltro plus Voulge ( druid pref ) plus Storm/Shock Spells. I ran the Support Theurge build and don't think I ever saw Tekehu get into melee unless swarmed, and that was pre-CP keywords fix. Unity Console simply allows you to make someone else Stormspeaker or Watershaper if you don't like Tekehu. Turns quite a few of the later game spells into screen wipes.
  8. What about Watchers Blade as another Early Game option due to the lash? Just wondering as I tend to hit the Sanctum early anyway.
  9. Was wondering, and that answers it. Same reason I've had to leave DoD out of my Trickster/HW idea and currently trying to work out what to leave out for Anguish since I don't have a decent renewable Interrrupt in Rogue. And yeah, SP limit hammers me too for ideas.
  10. Yup. Same with many games I tried it with. Endless Legends was he worst. At that point it recognised Zero mods... In Game, everything showed and applied fine.
  11. @Powerotti, I'm curious about how often it takes large damage? If not often then why not HW with Enduring Dance? Or is it taking too much in the way of Melee hits to make the debuff viable?
  12. Yeah, I'd take the Scaling and Acc/Dam plus the Riposte or Deflection ( monk ) options over the choice of +2 or +25% every time then.
  13. You can still get Palm to Legendary/Myhtic. I'd also argue that the possible Enhancements on Palm even before the Monk Exclusive are better than Best Defense since you can grab Damage / Acc / Riposte without even needing MUT never mind Monk class., and you can also get Palm a lot quicker than BD. Also not sure if it's a Wiki issue but BD doesn't seem to to have the ability to scale with Monk/MUT so is just a generic "weapon" in relation to Modal/Passive effects outside of the Binding Block?
  14. @kroonermanblack, no worries. Glad it helped. Combination of having some coding/automation experience and also hitting the same issue myself. Eventually decided easiest way was to force the SE to be on a single target at all times, and strikes got sorted once i spotted the "Has Inspiration" and realised you could just ask it to check that as a "not" option and have it spool up Strikes when no buff. Wait till you start trying to have a Cipher not spamming stuff... that's fun
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