Cipher_Renegade Posted October 12, 2023 Posted October 12, 2023 Trying to edit xoti's sickle, specifically the soul reaper enchantment By default it triggers when xoti kills something but I want it to trigger on kill and/or critical hit Is it possible to have two applyonevent lines to one status effect? I would try it for myself but I'm too wimpy to risk breaking my save or game =( 1
Boeroer Posted October 12, 2023 Posted October 12, 2023 (edited) If you do that with a little mod instead of altering the original file there will be zero risk of breaking the your (save)game. What you basically do is to create an additional file in a special override folder and then activate the mod in the game. The game will look for the file and "override" the original sickle data with your mod while loading the game. If those changes don't work properly or even make your game unstable you can just deactivate the mod or delete (or rename) the new file. There are some users here who have more experience than me with modding Deadfire and can give you a short, precise rundown on how to achieve that (it's not that difficult). For example @Elric Galad or @Noqn or @MaxQuest (and many more). Edited October 12, 2023 by Boeroer 1 Deadfire Community Patch: Nexus Mods
Noqn Posted October 12, 2023 Posted October 12, 2023 (edited) I'm gonna take this opportunity to promote Apotheosis Download links can be found here: https://gitlab.com/noqn/apotheosis#download-run 12 hours ago, Cipher_Renegade said: Trying to edit xoti's sickle, specifically the soul reaper enchantment By default it triggers when xoti kills something but I want it to trigger on kill and/or critical hit For this you want to navigate to GameData -> Items -> ItemMods and search for soul_reaper to find the right object. Next you want to expand the StatusEffectsOnEquip row, right-click on the child row and select Duplicate. (Creates a new row with the same ID reference). Then right-click the duplicate row that was just added, and select Assign Duplicate. (Creates a duplicate of the GameData object that is referenced, then assigns the ID of the new object to the selected row). In the popup dialog, keep the old name but add _OnCrit at the end to distinguish it from the old effect, then press Accept. Next press the Save button under the tab, then you'll get to enter a name for you mod folder. After that, right-click the _OnCrit row and select Open in New Tab. In this new tab you want to make a few changes: Edit the OverrideDescriptionString text so that it mentions "on scoring Crit" or something, rather than "on scoring a Kill". (Press the Pen icon to edit text) Change the EventValue row from OnScoringKill to OnScoringCriticalHit After all that, hit the save button under the 2nd tab, as well as the save button in the upper left corner of the app window. One concern with this solution (I haven't tested it) is that the effects could stack separately (potentially getting up to two x4 stacks)? But anyhow you'll find out if that's the case Edited October 12, 2023 by Noqn 2
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