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Everything posted by Vonbek

  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 fine. I tried stress testing it and even "breaking" the model rigs etc with GodTint and Godlike Unlocker doesn't break the UC, and Load Order doesn't seem to matter. It's simply when you try and load Icons with Unity Console, something in one of them doesn't like the other ( I'm guessing UC is looking for the old Icon properties ) and the Add Ability borks. You can work around it by doing a Convert and then setting either Weaponskill or Ability high for one level and removing, but the real killer is if you want to do something like add the Eder Pet Unlock etc for an RP run. As said it was more to see if it was an easy fix since UC seems "lapsed" dev wise, and if not just to let you guys know so you could add a caveat to the testers/hardcore tweakers now I'd tracked it down for my case and been able to reproduce it reliably and exclude other causes. Personally I'm just living without the second pet and using the workaraound... the new icons are just too nice.
  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 again Take Modded Save and remove Icons? Add Abilities works again. Not sure if you'll be able to fix it as I've no idea why it's causing an issue unless there's different names in the bundle for the Icons Override? Was more so you could stick a Warning on the CP page for users of UC that want to use Add Ability for replay runs or testing builds etc.
  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. anyone got any ideas what "mod" they're from?
  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 the Class Perk to get to mid 20s. Mine runs a whole 11 base STR... but then with GFM/ER ( POE1 stat inherits ) gets +2, one of my slots is +1, Beraths Blessing is another +2, Gloves gives another +2, then food gives +2/+1PL. that's me at 20 for OOC, chuck in Class Perk and thunderous blows? 35 hardcap So generating and holding 10 Wounds is something I want, especially since you then look at Duality ( and especially Turning Wheel ) which throws another +10 INT and a solid fire lash on top. In this game... It's literally going to be Job by Job dependent on Class and loadout. Never mind the case above... I have two ranged Ranger/x DPS in my current team. One has Maxed PER/MIG and because it's what I think of as a "Repeat Alpha/Crit" build focusing on consistent heavy crits and ST damage, the other has PER/INT focus because it's focusing on AOE and also Cipher effects. Then you could get into "Tank?" Sure. Herald Roadblock for lockdown? Unbroken/Trickster Riposte? Crusader DPS Magnet? Templar MT/OH? You can go as deep or light as you want, especially if not on POTD or soloing.
  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 on Regen via that effect would work. Clarification : First Hit Check the way we used it for TL means it checks all possible hits, and triggers on the first successful application of the effect. So here it would parse through the AOE hits, then trigger the GCD as soon as you get an application to stop any further regen from that cast.
  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
  15. Vortex says just about everything is incompatible, and not just for POE. I stopped using it for games about 18 months ago. Manual Install works fine for just about everything apart from a niggling issue I have with UC.
  16. Cheers Guys, looks like I need to pop something out to try and fit Force at a minimum in. Attacks are down about the 0.5A/2.0R mark so should hopefully be able to proc off a simple "is spellcaster>Attack:is casting" condition properly like I use for Tranq Shot.
  17. Might spawn via UC and see if I can get it to work with HW, not a big fan of Nalz myself. Looks Solid though, the stalker set always appealed to me.
  18. Right... I'm playing with a few Mods this run so exact levels won't be possible for when to take stuff and my totals might be out, @make Weird but has a reason starting Weapon Choices : Sword, Dagger Reason : Dagger until you have Palm for the Parrying Blade modal to allow you to still have the AS buff from Dual Weapons but buff Deflection, Sword because it'll mean you can run Sword/Dagger early if wanted or just go Fist/ Dagger OH. Rogue : starting pick : Escape Early Game : Blinding and then Gouging Strike, Dirty Fighting Late Game : Riposte, Persistent Distraction, Adept Evasion, Deathblows Honourable Mentions ? Deep Wounds Your other main abilities you will use all from Rogue all come on PL increase as auto gains. These are : Mirrored Image : +30 Deflection for 60 sec, -5 Deflection per hit. More AI has a conditional of "Class:Wizard:Mirrored Image is active" which you can then set to (not) to have it recast automatically on expiry via AI. Cost : 1 Guile Repulsive Visage . Cost : 1 guile. Manual cast Terror spell, handy to push back mobs if swarmed Arkemyr's Wondrous Torment . Up to you if you want to have it up continually or on manual. 30s base duration AOE debuff. Cost : 2 Guile ( because it hits both Resolve and Perception it does double work by making your foes easier to hit, while making them more likely to miss... which ties in with Riposte ) Monk : Starting Pick : Swift Strikes ( unless someone can make a valid case for it, I can't see a place for Force in this build ) Early Game : ( you'll be taking Monk Picks usually at start ) Lesser Wounds ( No Brainer as Wounds = Buffs ), Mortification of the Soul ( at first you might not want to have it on AI, but later probably have it set to trigger at Wounds<10 + Health<75%(not) ), Graceful Retreat ( because +12 Def to everything on Disengage is a fair amount ), *Blade Turning* ! Late Game : Duality, Turning Wheel ( offensive as grants Int plus Lash ), Iron Wheel ( defensive as grants Con plus 0.3 Armour per Wound held ) The build generates fast and holds for effect, this isn't a Wound Spender build but a holder since HW gets so much from holding. Thunderous Blows ( this along with HW buff allows us to quite easily reach 35 MIG cap ), Enervating Blows ( remember we're also building for Crit ), Heartbeat Drumming ( again... crit = attack = corpses ) Honourable Mentions ? Parting Sorrow Mutual Picks : Improved Crit!, Uncanny Luck!, Tough, 2WS, S&S The Build basically aims to get Deflection up high, have ability to either Blitz ( Turning plus crits ) or Grind if needed ( Iron plus monk renewables ). It doesn't want Instruments of Pain as while it's using melee items, it also wants to be taking damage every so often. There's a few others I avoided that while nice would have taken either a passive defence pick or crit pick away from the options. Beyond that It's not a massive lot of abilities as it is built to do "One Job", which is Crit as much and as fast as possible ( my early version on Vet had something like 6489 total hits ( 4986 crit out of that )) while having a solid Defelction etc and decent Armour Rating and punish anyone missing them in melee. Mines Currently built for Party Use so you could easily swap the maxed int I have for either more Con or Resolve but is currently AR :11 ( DoC maxed out at Legendary ), Defl 105 Suggested Equipment : ! = required Helm : Blackened Plate Helm / Fair Favour / None ( if going Nature Godlike ( because you will pretty much always have an Inspiration up )) Amulet : Eothasian Charm / personally I run Claim/Refusal for the DPS/Def buff Cape : Shroud of the Phantasm / Hakori's Refuge / Greater Deflection / probably Falling Star if solo Gloves : Ogre ! / Woedicas Strangling Grasp ! Rings : Greater Regen ! / Chameleon or Entonia Signet Ahu Taka or Pathfinder Belt : Undying Burden ( +2 Con, 2nd use of Second Wind ) ! Trinket : Waidwen's Sundail Weapons : Gladiator Sword / Tuoatilo's Palm, Magran's Favour / Slayers' Claw, Kapana Taga / Shattered Vengeance ,Willbreaker ( but specifically Sword/Palm when dealing with anything tough ) Armor : Easiest to get : Devil of Caroc ( Devil's Due ! / Mech Mind ) . Other Options but a bit more work needed : Casità Samelia's Legacy ( focus Intimidate ! ), Gipon Prudensco ( Paranoid !, No Fool I ! ) Unity Console used to Spawn up Items and boost to level 20 on a Hearth Orlan to check stats? Equipment : Glad / Palm, DOC, WSG, Burden, C/R, Plate Helm, Hakoris, Greater Regen / CT, Ahu Taka, Pet : Nalvi Might : 13 Base, +2 Beraths Blessing, +2 WSG, +1 Gift of the Machine, +1 Sac : Maneha, -1 Orlan, +2 Skewers : 20, 35 with 10 wounds and Thunderous Blows Con : 8 base, +2 Beraths Blessing, +2 Burden : 12, 22 with Iron Wheel active and 10 wounds Dex : 4 base, +2 Beraths Blessing, +2 Chameleons Touch, +2 Ahu : 10, 15 with Swift Strikes/Flurry Per : 18 base,, +2 Beraths Blessing, +2 Orlan, +1 WTW ( background ), +1 Blackened Helm : 24 Int : 17 base, +2 Beraths Blessing, +1 Blackened Helm : 20, 30 with Turning Wheel ( feel free to juggle points into other stats, I just like it there for getting good duration out of MI ) Res : 15 base, +2 Berath Blessing, +1 Orlan, +1 Nalvi : 19 Deflection ( with shield upgraded etc ) : 111, 151 with MI and 10 Wounds powering Balanced enhance on Palm If no achievement points for Beraths Blessing : Bonus Attributes, then you could probably get away with stripping INT and also 2 from strength and use Mohara Wraps for +4 instead to keep others up high.
  19. Even if you use nothing else from the CP, the Icons are worth it alone. I've went from having to mouseover everything to check to being able to see by sight where something is half the time... especially on lines where you might have two "might" icons and 3 "armour" ones, to everything having their own icons.
  20. Just booting up game now. I based it off a build I saw for an Unbroken/Trickster Deflection Riposte Tank I saw, his idea was basically to use Fighter obviously the engagement and passives plus the Strike Buffs and the Trickster for Mirror Image, Gouging Strike etc. Like @Ophiuchus he used MUT to boost Palm, S&S and 2WS for buffs, and like me Gladiator Sword for Skrim ( +10% Melee Damage when wielded with a shield, +5 Deflection when wielded with a shield ). Pretty soon between Skrim and S&S you'll be hitting high Deflection and then with other items ( personal choice ) like the Con/Hit to Graze and Hit to Miss items between Nat rolls and converts you should be activating riposte. I took that and then thought about Monk, and specifically HW monk due to the twin buff from wounds mid game. Monk gives you access to Blade Turning and other nice tricks along with on-crit fun and HW gives you both the normal Wheel tricks but also a STR boost for wounds on top ( I think I worked out that I needed 13 base str to be able to max out at 35 in combat with simply Gift from the Machine, Effigy boost, Gloves and food ( skewers for +2 MIG and +1 PL ) plus one from Background once you apply Heartbeat and 10 wound boost from HW class perk ) so you can be running Lash and Int Boost while not a hard fight or Con boost for tougher fights as needed, Rogue and specifically Trickster gives you access to Mirror Image ( large Defelction boost ) and riposte and a pile of deflect/crit boosters plus also escape ( I use it to actually enter combat ) and Gouging for DoT effect to power Sneak and Deathblows. Need to Jump to Shops for dinner, but I'll post the build and what I'm using so far as Equipment once I'm back. @Boeroer and @Waski should be able to decide if it's solo possible, definitely surviving fine so far even without Mind/Body on POTD now it has Blade Turning even when it has multiple Engagers on it and not the tank.
  21. @Boeroer, any idea if MI and LDI stack? More so I can fine tune this AI for the idea I'm trying which is similar to this
  22. Might be my game Glitched but I'm not getting it to register it as being a weapon for 2WS. Helwalker/Trickster Deflect. Of all things Gladiator Sword ( for Skrim ) and Tui Shield. Then the early plus def spells from Trickster, any deflect or bonuses, the +def per wound from tui ( balanced Shield ), riposte etc etc etc Level 8 and no quality enchants done yet, 17 resolve total, Sword and Board style not picked up yet ( concentrated on getting Gouging Strike and Swift Flurry first ), 67 deflect before combat bonuses already, between Sword and Shield all 3 types covered ( slash / pierce / crush )
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