this might be oddly specific but can you add a blank ring (so without all the buffs), or low powered i guess, that still adds all the spells and summoning?
Yes, I plan to add more rings later. In the optional section I have uploaded some updated versions that hopefully work (have not been able to test them). Not what you asked for, but should be less bugs with them *IF* they work :)
Is there anyway you can make an optional separate version that's compatible with the main file that has no spells. I have the AI Mod and my companions kept using magic missile/eldritch blast and it's quite op even in tactics mode. I just want my main character to have the spells but not my companions. Thanks in advance.
I don't have the actual game on this computer but I can make a version and upload. Can't guarantee it work without testing :) Give me some minutes.
EDIT: There! You have 3 new uploads. I recommend the "The Final Countdown - v5.0.3" in your case. I'll later add more rings, but this is the best thing I can come up with on a short notice.
How random are the tables? The first few times I used Summoned Surprises I got several items, most of them from the Deluxe edition content and then it started to fall off to where eventually I was getting just 2 items, usually some type of rotten food and common loot on my first playthrough. I'm on my 3rd playthrough and literally all I've seen are bags with 1 item, usually rotten food and occasionally a common drop, even when used for the first time. I've tested this on several new games and it's the same, a bag with 1 item, usually rotten food and occasionally a common drop.
*edit* It is important to note that I did purchase the Deluxe Edition content.
Just want to say I adore this mod but felt it was a little overpowered. When I went to change up some of the stats on the rings, the chest is now empty in merchant inventories and all of the jewelry is missing from my characters entirely. I know I must be doing something wrong, as I'm a COMPLETE newbie when it comes to modding games and I really have no idea what I'm doing. All I'm even remotely good at is editing parameters in config files.
Any tips on what I'm doing wrong?
// =============================================================== // ARM_Ring_Avalonica_001 - Ring of Ability Scores +1 - Armor.txt // =============================================================== new entry "ARM_Ring_Avalonica_001" type "Armor" using "_Ring" data "RootTemplate" "5d2fabcc-3e9a-11ee-be56-0242ac120002" data "ObjectCategory" "Jewelry" data "ValueOverride" "1" data "Rarity" "Uncommon" data "Boosts" "Ability(Strength, 1);Ability(Dexterity, 1);Ability(Constitution, 1);Ability(Intelligence, 1);Ability(Wisdom, 1);Ability(Charisma, 1);RollBonus(SavingThrow, 1)" data "PassivesOnEquip" "CRE_UnnaturalPower_Ring_Avalonica_001" // =============================================================== // ARM_Ring_Avalonica_002 - Ring of Ability Scores +2 - Armor.txt // =============================================================== new entry "ARM_Ring_Avalonica_002" type "Armor" using "_Ring" data "RootTemplate" "72e63044-3e9a-11ee-be56-0242ac120002" data "ObjectCategory" "Jewelry" data "ValueOverride" "1" data "Rarity" "Rare" data "Boosts" "Ability(Strength, 1);Ability(Dexterity, 1);Ability(Constitution, 1);Ability(Intelligence, 1);Ability(Wisdom, 1);Ability(Charisma, 1);RollBonus(SavingThrow, 2);ActionResource(BonusActionPoint,1,0);ActionResource(ReactionActionPoint,1,0);RollBonus(SkillCheck,1d4);RollBonus(RawAbility,1d4)" data "PassivesOnEquip" "CRE_UnnaturalPower_Ring_Avalonica_002"
You must rebuild to be safe 3 tabs, Localization, LSX and finally from PAK, what overall "stats" do you seek? Because you are right, the rings are very powerful. But in this case you should be fine with only PAK tab, so test again.
1. unpak mod fully 2. edit only ONE stat to test, save 3. repack 4. test in-game
it should show up directly. If it fail again, just post the overall stats you seek and I can take a shot at it.
I'll have to look into it tonight after work if I have time, but my primary aim was to substantially nerf every jewelry piece in the mod to preserve some challenge in the game on Tactician.
The changes I tried to make to ARM_Ring_Avalonica_002 are an excellent example. Removing the AC bonus, adding no more than 1-2 ability point increases, no more than 2-3 Skill points increases, 1 additional spell slot instead of 10, 2-3 Wild Shape, Sorcery Point, Ki Point etc increase, no resistances... Changes like that.
Could you please add the books relevant to the Prince Orpheus questline? I think there's only three of them but the second one is easy to miss and I never picked it up. You'd be a lifesaver!
66 comments
Act 1: Arron (Druid Grove/Tiefling camp)
Act 2: Quartermaster Talli (Last Light), Araj Oblodra (Moonrise)
Act 3: Danthelon (Wyrm's Crossing)
Would be nice if you updated removed spells on the main page
EDIT: There! You have 3 new uploads. I recommend the "The Final Countdown - v5.0.3" in your case. I'll later add more rings, but this is the best thing I can come up with on a short notice.
*edit* It is important to note that I did purchase the Deluxe Edition content.
Any tips on what I'm doing wrong?
// ===============================================================
// ARM_Ring_Avalonica_001 - Ring of Ability Scores +1 - Armor.txt
// ===============================================================
new entry "ARM_Ring_Avalonica_001"
type "Armor"
using "_Ring"
data "RootTemplate" "5d2fabcc-3e9a-11ee-be56-0242ac120002"
data "ObjectCategory" "Jewelry"
data "ValueOverride" "1"
data "Rarity" "Uncommon"
data "Boosts" "Ability(Strength, 1);Ability(Dexterity, 1);Ability(Constitution, 1);Ability(Intelligence, 1);Ability(Wisdom, 1);Ability(Charisma, 1);RollBonus(SavingThrow, 1)"
data "PassivesOnEquip" "CRE_UnnaturalPower_Ring_Avalonica_001"
// ===============================================================
// ARM_Ring_Avalonica_002 - Ring of Ability Scores +2 - Armor.txt
// ===============================================================
new entry "ARM_Ring_Avalonica_002"
type "Armor"
using "_Ring"
data "RootTemplate" "72e63044-3e9a-11ee-be56-0242ac120002"
data "ObjectCategory" "Jewelry"
data "ValueOverride" "1"
data "Rarity" "Rare"
data "Boosts" "Ability(Strength, 1);Ability(Dexterity, 1);Ability(Constitution, 1);Ability(Intelligence, 1);Ability(Wisdom, 1);Ability(Charisma, 1);RollBonus(SavingThrow, 2);ActionResource(BonusActionPoint,1,0);ActionResource(ReactionActionPoint,1,0);RollBonus(SkillCheck,1d4);RollBonus(RawAbility,1d4)"
data "PassivesOnEquip" "CRE_UnnaturalPower_Ring_Avalonica_002"
1. unpak mod fully
2. edit only ONE stat to test, save
3. repack
4. test in-game
it should show up directly. If it fail again, just post the overall stats you seek and I can take a shot at it.
The changes I tried to make to ARM_Ring_Avalonica_002 are an excellent example. Removing the AC bonus, adding no more than 1-2 ability point increases, no more than 2-3 Skill points increases, 1 additional spell slot instead of 10, 2-3 Wild Shape, Sorcery Point, Ki Point etc increase, no resistances... Changes like that.