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Featured Replies

Thought you'd be able to mod something but couldn't? This is the post for you.  Who knows, maybe someone else figured out a way and can correct you!

 

  • +skills, scaling via another skill (+1 to Stealth per each Bluff skill)
  • +duration for all abilities from you (Intelligence does this, but only Intelligence, and it has other bonuses attached)

  • Distance hidden objects are "noticed" (Spotted) without changing/altering Main attribute stat Perception; either by % or flat amount.

I can't figure out at all how to make something happen when you miss an enemy. Someone suggested applying a status effect to an enemy that makes something happen when they miss you, which would be the same thing, but every experiment I've tried with it results in

-the thing that's meant to happen to them happens to me

-nothing happens, not even the attack that's meant to trigger the effect

-I take a ton of damage and die?????

 

I'm presumably just screwing something up, but I don't know how or why and don't really have time to keep experimenting with it. *shrug*

  • Author

I can't figure out at all how to make something happen when you miss an enemy. Someone suggested applying a status effect to an enemy that makes something happen when they miss you, which would be the same thing, but every experiment I've tried with it results in

-the thing that's meant to happen to them happens to me

-nothing happens, not even the attack that's meant to trigger the effect

-I take a ton of damage and die?????

 

I'm presumably just screwing something up, but I don't know how or why and don't really have time to keep experimenting with it. *shrug*

The effect should happen on you when you miss an enemy?  That could be via ApplyStatusEffectOnEvent but I wouldn't know how to make it apply to an enemy

As far as I can tell, you cannot modify the pickpocket rules; making equipped weapons pickpocketable, for example at high Stealth / high Sleight of Hand.

The effect should happen on you when you miss an enemy?  That could be via ApplyStatusEffectOnEvent but I wouldn't know how to make it apply to an enemy

ApplyStatusEffectToEnemyOnEvent (really ;)).

 

 

As far as I can tell, you cannot modify the pickpocket rules; making equipped weapons pickpocketable, for example at high Stealth / high Sleight of Hand.

You can modify the difficulty of pickpocketing character inventory items via SkillManagerGameData.ItemModifiers, but you're right, equipped items aren't available to be pickpocketed.

  • Author

 

The effect should happen on you when you miss an enemy?  That could be via ApplyStatusEffectOnEvent but I wouldn't know how to make it apply to an enemy

ApplyStatusEffectToEnemyOnEvent (really ;)).

 

Whaaaaaat

  • Author

It's looking impossible to have any ability that requires targeting twice.  For instance, leaping to a location and applying beam damage from beginning of the leap towards the leap location.  You can't make a leap attack and link it to a beam attack.

 

Edit: Instead, you have to use an attack type of BeamTeleportAttackGameData, like the Fighter's Charge attack.

 

This means that AOE pulse attacks can follow a targetable ability, because it doesn't require extra targeting.

Edited by Grape_You_In_The_Mouth

Unlocking headgear for Godlikes. It seems to be hard-coded.

  • Author

I thought someone made a mod for this?

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