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saltynoodles

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About saltynoodles

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  1. Hey, thanks for the reply. I ended up just adding the drug_deadeye ability via console for infinite uses and lowering perception by 5.
  2. Really liking the Paladin Healing Chain tweak. A suggestion for Llengrath's Warding Staff: increase PushDistance from 2.5 to something higher. I made it 10.0 in my game. Keeps the spirit of the original weapon but makes it more tactically useful and a blast to use. Perhaps nerf the damage or deflection bonus if necessary for balance.
  3. It's true that much of the best equipment is available quite soon once you know where to look. It sounds like you would have preferred that the game keep these items from you until later in the game. That's not an invalid complaint. There is some quite good stuff later on though. Have you played the DLC's? Money is kind of irrelevant once you realize that the pirate ships respawn. In particular, the Principi Expert Captain is easy to beat and nets you 20K each time. I don't think this was a great design choice. I understand they didn't want the map to be empty of ships. Having the total m
  4. I like how the Deadeye visual effect looks and was looking for a way to apply it permanently to a character. What would be the easiest way to do this? Is the visual effect tied to to a particular statuseffect or does it exist separately?
  5. It does work for me at the moment. If you upload your mod files I could see if they work on my setup. I've been correcting typos as I go too, but have been altering the original exported files.. but I think from now on I'll keep a separate list.
  6. Small addition: { "$type": "Game.GameData.BeamTeleportAttackGameData, Assembly-CSharp", "DebugName": "Flagellents_Path_Attack", "ID": "30b24922-0a33-4252-bfcb-bb307f10c722", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Crush", "AlternateDamageType": "None", "Minimum": 8, "Maximum": 8,
  7. Ah, it seems possibly related to having the explored map Berath's Blessing option on, where the boat isn't there even after it's been fixed and you can sail around. Could be something else too, but this is the one variable that seems to affect it in my game.
  8. Was watching some older video and noticed that The Defiant used to be visible at the Port Maje docks. But it's never been there in my game. Was that just something that was changed or a bug?
  9. Few hours in and I'm having a blast, with 1 CON/RES and Helwalker trait this guy is made of porcelain.
  10. Doing an iroll20s-enabled POTD run with a console-hacked MC for fun. He's a single-class human Evoker with stats: MIG: 19 CON: 1 DEX: 18 PER: 18 INT: 18 RES: 1 SPECIAL TRAITS: FECKLESS: No Fighting Spirit racial bonus MAMA'S BOY: Woedica's Soul Power passive (+1 all power levels) BOOTLEG KENSAI: Fighter's Devoted passive: (only 1 proficiency, +2 PEN, +25% crit, etc..) KINKY: Cannot wear anything on the body, but boots/gloves/accessories are OK. ILLITERATE SAVANT: Unable to equip Grimoires in the normal fashion, but is able to permanently learn Evoker-compatible Gr
  11. What do you think of adding the Electricity keyword to a Monk's Lightning Strikes? Maybe for synergy with Deltro's Cage or Heart of the Storm. Edit: hmm, tried this but didn't work: (the keyword shows up but no extra penetration from Heart of the Storm) { "GameDataObjects": [ { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Lightning_Strikes", "ID": "3c85e6b0-275a-43b5-9b6f-da86f5e26be7", "Components": [{ "$type": "Game.GameData.GenericAbilityCompon
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