As of version 1.0.3, I have confirmed that Club and its derivatives can now use Concussive Smash once per turn, consuming an additional 5 feet. Perhaps you're using other MODs that replace item stats? Please try using only this MOD once to check.
I love your work; you have truly outdone yourself! However, there is one minor thing that bothers me. The ability "Brace (Ranged)" currently says, "Spend 6m of your movement speed. For the rest of your turn, roll ranged damage twice and use the highest result." But this has been changed to 8m and a Full Actionpoint.
If I use that ability, I can't shoot for the round, and the buff only lasts for exactly one round. My hunter is lvl 6 and has bonus attack but after using that buff I can't shoot even once. Could you please look into this and change it back to a bonus action or even remove all action and make it only use movement speed cost?
Thank you for pointing that out. It's true that action points were added to the cost. Incidentally, the same thing happened with Brace (Melee). Also, it shows 8m, but it's actually 7.5m. If you don't mind, you can change it to imperial units in the game options to make it easier to play.
This was fixed in version 1.0.1, which was released about 7 hours ago. The tooltip descriptions have not been fixed as I am not fluent in all languages.
The movement distance in the description was specified by a parameter, so I have corrected it in 1.0.2.
"Prepare" is still broken. Same problem "Brace" had, it also takes your action point to cast it. I fixed it on my copy, but thought you'd want to fix it for everybody else that uses the mod.
Interesting mod! Will it conflict with other mods that change these weapons though? Would you consider a more balanced version with one turn cooldown between each use (or larger movement penalty) of a particular weapon action?
This MOD replaces/changes weapon actions in the game. If you have added your own weapon actions to the original weapon, it will not interfere. It will conflict with MODs that replace/change weapon actions in the game for the original weapon. I will not create a MOD with a different cooldown, because that already exists. The difference between this MOD and existing MOD is whether it has been published on mod.io or not. The reason this MOD was published was because a similar MOD of low quality had been published on mod.io.
Also see YourEvilKiller's comment thread (2024/09/28).
Nice! Is it possible to have a version with just the basic Weapon Actions, and make them usable once per combat? Using them every turn is a little too much for my gameplay
It's not impossible to make, but it already exists. Weapon Skill Cooldown Rather, my MOD is an extension of this mod. The contents will definitely conflict, so you may be able to use them together if you load that after my mod. For reference, I thought being able to use it every turn for no cost was a bit much, so I added the cost of 1.5m (5ft) movement speed.
12 comments
Perhaps you're using other MODs that replace item stats? Please try using only this MOD once to check.
I love your work; you have truly outdone yourself! However, there is one minor thing that bothers me. The ability "Brace (Ranged)" currently says, "Spend 6m of your movement speed. For the rest of your turn, roll ranged damage twice and use the highest result." But this has been changed to 8m and a Full Action point.
If I use that ability, I can't shoot for the round, and the buff only lasts for exactly one round. My hunter is lvl 6 and has bonus attack but after using that buff I can't shoot even once. Could you please look into this and change it back to a bonus action or even remove all action and make it only use movement speed cost?
Kind regards,
Thank you in advance.
Also, it shows 8m, but it's actually 7.5m. If you don't mind, you can change it to imperial units in the game options to make it easier to play.
The tooltip descriptions have not been fixed as I am not fluent in all languages.
The movement distance in the description was specified by a parameter, so I have corrected it in 1.0.2.
If you have added your own weapon actions to the original weapon, it will not interfere.
It will conflict with MODs that replace/change weapon actions in the game for the original weapon.
I will not create a MOD with a different cooldown, because that already exists.
The difference between this MOD and existing MOD is whether it has been published on mod.io or not. The reason this MOD was published was because a similar MOD of low quality had been published on mod.io.
Also see YourEvilKiller's comment thread (2024/09/28).
Weapon Skill Cooldown
Rather, my MOD is an extension of this mod. The contents will definitely conflict, so you may be able to use them together if you load that after my mod.
For reference, I thought being able to use it every turn for no cost was a bit much, so I added the cost of 1.5m (5ft) movement speed.