This is just a thought, but... the game has lots of rings already. Would you consider making a version of this mod that was class-specific "lucky underwear" instead, with the same properties but to go in the Underwear slot?
It's a great mod anyway, and that's only a suggestion - thank you for making it!
That is a really good idea. I made underwear in one of my other mods for this game... but that was just to give the wearer advantage on all checks... i guess they are fancy. When I get back in to modding for this game again, I will absolutely do something along those lines. I do want to check out the new modding tools. Perhaps when I am at a stopping point in my current new mod for Space Engineers, I will circle back around to this game.
I can remove it and repackage the mod pretty quickly. I just won't have a way to test it for a while. I guess I could package it and upload it as an "optional" file and see if it works for you. If it does, then I can set it as the main file and then update my other mods accordingly. Would you mind giving it a try if I do that?
I've been able to create a new game with the test version! I couldn't test the functionality of the rings themselves yet though, but I'm confident they'll work fine :D
I love this mod! When on harder difficulties and out of spell slots it can really save the day, especially with those free heals! Are there any plans to port this into the new in-game mod manager for Patch 7? or if not, can we still manually use this in our games? Thanks again for all the hard work!
I'm not sure. I have read some posts on it. Supposedly, one can still use a mod off of nexus so long as it doesn't affect the UI and isn't heavily scripted. If that is true, then using this mod should work fine. From what I read, you still put the mod file in the mods folder (as mentioned on the description page) but you no longer edit the modsettings.lsx file. None of my mods require any specific load order etc.
I will not have free time to mess with it and try it out for a few more weeks... but i will when i can.
Hiya! No worries if not, seeing as this is from several months ago, but are there plans to add a vendor from Act 3 to the roster? none of the vendors listed are available there.
Sorry. Yeah it has been a while. It is not on any act 3 vendor lists. If you also add in Mudd's Curios, they are in its lists and i added him as a vendor near the beginning of Act 3. Mainly, i never circled back around to adding these items to some of the Act 3 vendors after i had validated some of those vendors for other mods. When i get a moment, soon, i will do that.
Sorry, yeah that kinda sucks. Which is why every warlock is just another eldritch blaster. I do not plan on making changes to this mod for now. When i get back to it, i will look into adding that.
The cleric healing word, can you make a level scaling so it does something like this so you get stronger as you level and gain more hit points? This would make is less Over powers early and less weak at later levels. If possible please add this, thank you...
Thanks for checking out the mod. If this was not a cheat mod then maybe i would. But, as i responded recently to a different request, i do not plan on making changes for now.
Heya, this is a fun mod, and I was wondering if throwing on Psychic or Force damage on the Bard ring would be doable? My bard usually is in combat a lot and figured it wouldn't hurt to add a bit more punch to whatever he's doing.
Hi, me again, sorry. So I have been play testing these for awhile now and you have been great on receiving feedback. Here's some further ideas.
Drop the added weapon damage on the following and replace with:
Barbarian: Additional Brutal critical die Fighter: Improve Crit 1 Paladin: Aura of Leadership. It's an enemy ability used by the hobgoblin boss in the goblin camp. Thematic for Paladin. Warlock: arcane battery (addresses the few spell slots they have) Monk:+1 unarmed att/+1spell DC (this helps stunning strike and elemental monks)
In general, I think these add to the theme of each class and keep the weapon damage from going into the high 60s 70s per hit without criting. If you decide to go with this, I would probably make a second file as to not make others mad who may disagree with my ideas and love that overpowered damage.
Those are really good ideas. However, I do not plan on doing that. I am putting a lot of focus on two other mods at the moment and don't really have the time to backtrack and change this one up like that. Maybe, when i get to where i need to be on those others, i will circle back to this and look at it some more.
Any chance of removing the 24 ability point cap? Going to be running a max Tactician plus run/unlocklevelcurve run. Enemies are going to have +6 to everything almost, so some of my stats may bypass 24.
I think having a 24 in something would give a +6 or +7 or whatever. If that matches what an enemy can have, then that is balanced. This mod is in the cheat section, so such a thought is sacrilege. I will increase it or get rid of the level. It wont be until tomorrow though.
The changes have been made and the new version uploaded. Now the ability point modifiers will not have an upper limit... at least not from this mod lol.
Totally welcome :). The changes have been made and the new version uploaded. I have some ideas pending for monk related items on my other Mudd mod. I will let you know when that is done. They will be Sun Wukong (the monkey king) related... unless i find a better inspiration (unlikely, since he kicks ass lol).
I suggested that exact idea to another modder who does legendaries.
"Maybe theme it around staff of the Monkey King? Quick research shows something like Sun beam? Apparently it can fly and attack on its own (not like a throwing weapon), so maybe give it the spiritual weapon spell to mimic that.
But pump the unarmed attack and damage definitely. I would grant another unarmed attack. (not sure if this is possible): make the next flurry free of ki cost."
That's what I posted over there. No response yet from them. Need something like force or thunder additional damage.
Yeah something for the bo and for the crown... if there needs to be a bo as a weapon and then one as a floating weapon, we could just say he plucked two hairs. I was not considering adding in a summon (for the floating weapon) but i will look in to it, when i get to that point. I will keep your ideas in mind on that stuff for sure :). Thanks for the input.
85 comments
It's a great mod anyway, and that's only a suggestion - thank you for making it!
When I get back in to modding for this game again, I will absolutely do something along those lines. I do want to check out the new modding tools. Perhaps when I am at a stopping point in my current new mod for Space Engineers, I will circle back around to this game.
I will not have free time to mess with it and try it out for a few more weeks... but i will when i can.
Mainly, i never circled back around to adding these items to some of the Act 3 vendors after i had validated some of those vendors for other mods. When i get a moment, soon, i will do that.
This would make is less Over powers early and less weak at later levels. If possible please add this, thank you...
1 1d10
2 1d10
3 2d10
4 2d10
5 3d10
6 3d10
7 4d10
8 4d10
9 5d10
10 5d10
11 6d10
12 6d10
13 7d10
14 7d10
15 8d10
16 8d10
17 9d10
18 10d10
19 11d10
20 12d10
Drop the added weapon damage on the following and replace with:
Barbarian: Additional Brutal critical die
Fighter: Improve Crit 1
Paladin: Aura of Leadership. It's an enemy ability used by the hobgoblin boss in the goblin camp. Thematic for Paladin.
Warlock: arcane battery (addresses the few spell slots they have)
Monk:+1 unarmed att/+1spell DC (this helps stunning strike and elemental monks)
In general, I think these add to the theme of each class and keep the weapon damage from going into the high 60s 70s per hit without criting. If you decide to go with this, I would probably make a second file as to not make others mad who may disagree with my ideas and love that overpowered damage.
"Maybe theme it around staff of the Monkey King? Quick research shows something like Sun beam?
Apparently it can fly and attack on its own (not like a throwing weapon), so maybe give it the spiritual weapon spell to mimic that.
But pump the unarmed attack and damage definitely.
I would grant another unarmed attack.
(not sure if this is possible): make the next flurry free of ki cost."
That's what I posted over there. No response yet from them. Need something like force or thunder additional damage.