Late to the party but just posting to say thanks for this mod and the echo the gratz on balancing it well, after browsing for a bit I'd literally just muttered, all I want is them to be rare +2 with a force buff maybe and there your mod was. Larian aught to just implement what you've done as it's spot on I feel!
That kind of goes against the spirit of the mod, it's not supposed to give you the stuff right from the start of the game.
I've checked the code of this mod and using it should put all the adamantine items into the tutorial chest (just download the third option, don't withdraw from the barrel anything you don't need as quest stuff might get broken). My mod's changes should overwrite these items regardless of order, but if not swap the order over.
These weapons are just beautiful. Much more competitive with the better weapons in the game now, and present an actually compelling choice against the Adamantine armor. Thank you!
Thank you for not making them ridiculously overpowered, one of my biggest problems with weapons mods is so often they're just sooo strong and easy to get.
Question, if i have another mod that adds Mithril to Grym's corpse would this cause any problems?
Thanks! Yeah, the "give overpowered items please" crowd is probably bigger, but already well catered too.
TBH I don't know much about treasure tables yet so I don't know exactly what would happen. Probably nothing too drastic though, either the lower in the list mod will overwrite the higher one or they will combine together. I'll try to do some testing on this.
Edit: I have tested and it is the latter: they combine. When using JWL Grym's Mithral Hoard at 2 ores plus my mod with 1 ore I got 3.
Yep, it's an in-place replacement, not new weapons. Which I think means you can't remove the mod once you have the weapons. I should probably put a warning about that...
It sounds like you just extended the base definitions, i.e.,
new entry "MAG_MeleeDebuff_AttackDebuff1_OnDamage_Mace" type "Weapon" using "MAG_MeleeDebuff_AttackDebuff1_OnDamage_Mace" ... in which case it's safe to remove.
That is not the case, but now that I'm aware of that I'll see about changing it to make it true.
Edit: You were right even though I was extending a generic +2 scimitar with a new UUID. I was able to load my save up without the mod and have the unmodified scimitar be there fine.
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If only sword had finesse to it.
I would like to know if they can be summoned with the tutorial chest, since I'm in act 3. Thank you very much
I've checked the code of this mod and using it should put all the adamantine items into the tutorial chest (just download the third option, don't withdraw from the barrel anything you don't need as quest stuff might get broken). My mod's changes should overwrite these items regardless of order, but if not swap the order over.
All items (Release ready)
Question, if i have another mod that adds Mithril to Grym's corpse would this cause any problems?
TBH I don't know much about treasure tables yet so I don't know exactly what would happen. Probably nothing too drastic though, either the lower in the list mod will overwrite the higher one or they will combine together. I'll try to do some testing on this.
Edit: I have tested and it is the latter: they combine. When using JWL Grym's Mithral Hoard at 2 ores plus my mod with 1 ore I got 3.
new entry "MAG_MeleeDebuff_AttackDebuff1_OnDamage_Mace"
type "Weapon"
using "MAG_MeleeDebuff_AttackDebuff1_OnDamage_Mace"
...
in which case it's safe to remove.
That is not the case, but now that I'm aware of that I'll see about changing it to make it true.Edit: You were right even though I was extending a generic +2 scimitar with a new UUID. I was able to load my save up without the mod and have the unmodified scimitar be there fine.