Now about that Poison Mod Script...how's that coming along?

Saves me the trouble. Noice.DamSF wrote: ↑Wed Nov 07, 2018 8:32 pmHello there, I've made a updated version of the weapons mod, now with Kulve Taroth Weapons.
-All the last weapons of each Tree now have 3 Gems slots. (Modding weaker weapons seemed to be unnecessary work, since nobody will use them)
-All Bowguns have no deviation (including the Kulve Taroth ones).
-Almost all Kulve Taroth weapons now have 3 Gems slots.
Nothing else was changed besides Gem slots and the Bowguns deviation.
Note: Some weapons haven't been changed due to the Editor crashing every time I tried to modify them, once I find a way to fix this I'll update the files.
i hope you include the double dmg buff on them as well in the original mod of Envy, anyways thnx for the updateDamSF wrote: ↑Wed Nov 07, 2018 8:32 pmHello there, I've made a updated version of the weapons mod, now with Kulve Taroth Weapons.
-All the last weapons of each Tree now have 3 Gems slots. (Modding weaker weapons seemed to be unnecessary work, since nobody will use them)
-All Bowguns have no deviation (including the Kulve Taroth ones).
-Almost all Kulve Taroth weapons now have 3 Gems slots.
Nothing else was changed besides Gem slots and the Bowguns deviation.
Note: Some weapons haven't been changed due to the Editor crashing every time I tried to modify them, once I find a way to fix this I'll update the files.
Thanks for this! Also would it be possible for you to share the offsets of the kulve taroth weapons? Just the rank 7/8 ones would doDamSF wrote: ↑Wed Nov 07, 2018 8:32 pmHello there, I've made a updated version of the weapons mod, now with Kulve Taroth Weapons.
-All the last weapons of each Tree now have 3 Gems slots. (Modding weaker weapons seemed to be unnecessary work, since nobody will use them)
-All Bowguns have no deviation (including the Kulve Taroth ones).
-Almost all Kulve Taroth weapons now have 3 Gems slots.
Nothing else was changed besides Gem slots and the Bowguns deviation.
Note: Some weapons haven't been changed due to the Editor crashing every time I tried to modify them, once I find a way to fix this I'll update the files.
thanksEternallydissolved wrote: ↑Fri Nov 16, 2018 4:04 amInstall into nativePC\common\pl this mod gives all mantles a 50 minute (3000 seconds) uptime and a 0.0001 (0 second) cooldown. additionally it gives all boosters (health, cleanser and affinity) 5 minute(300 seconds) uptime and a .0001 (0 second) cooldown. the reason for me limiting the boosters to 5 minutes is because more than 1 can be placed at a time and if you have 16 of them running on different portions of the map during a quest, it will cause a fps drop because of having to render the particle effects for how ever many you have running at a time
Temporal mantle (to be released on november 22nd with the lunastra update) has been pre-modded to the level as the other mantles.
the one caveat to the 50 minute uptime for mantles is the ghillie mantle as that mantle will run out the moment you attack with your weapon, or take damage; that is how this mantle is programmed to function; if i find a way to make it not respond to damage, i will upload an update to the mod.
askill_param.zip
Your welcome!rezn wrote: ↑Fri Nov 16, 2018 12:23 pmthanksEternallydissolved wrote: ↑Fri Nov 16, 2018 4:04 amInstall into nativePC\common\pl this mod gives all mantles a 50 minute (3000 seconds) uptime and a 0.0001 (0 second) cooldown. additionally it gives all boosters (health, cleanser and affinity) 5 minute(300 seconds) uptime and a .0001 (0 second) cooldown. the reason for me limiting the boosters to 5 minutes is because more than 1 can be placed at a time and if you have 16 of them running on different portions of the map during a quest, it will cause a fps drop because of having to render the particle effects for how ever many you have running at a time
Temporal mantle (to be released on november 22nd with the lunastra update) has been pre-modded to the level as the other mantles.
the one caveat to the 50 minute uptime for mantles is the ghillie mantle as that mantle will run out the moment you attack with your weapon, or take damage; that is how this mantle is programmed to function; if i find a way to make it not respond to damage, i will upload an update to the mod.
askill_param.zip
TemptingIcarus wrote: ↑Wed Nov 07, 2018 3:48 amI got it fixed. It's in the other thread on what I did.
Now about that Poison Mod Script...how's that coming along?![]()
Links taking me to the general forum indexEnvy wrote: ↑Sun Nov 18, 2018 1:16 amTemptingIcarus wrote: ↑Wed Nov 07, 2018 3:48 amI got it fixed. It's in the other thread on what I did.
Now about that Poison Mod Script...how's that coming along?![]()
look at the features if find out what file / line changes the poison thing you got your anwser
Users browsing this forum: hotbabyx