I don't know if they restored this in said mod, however if you play in Honor mode these attacks are already used by the game. Otherwise, my take on it is probably somewhat unique. If Stronger bosses doesn't mention these attacks then you can use both mods at once, otherwise use only theirs to avoid issues.
It would be a bit unfair of me, and I'll look into making these animations available to everyone in the future.
Also, they are too powerful to be playable as they are imo, so I would make toned down versions playable at some point. But if you want Orin's now, use SE console to get it. Osi.AddSpell(GetHostCharacter(),'Target_LOW_DeathbringerAssault_Orin',0,0) will add the spell directly Osi.ApplyStatus(GetHostCharacter(), 'LOW_ORIN_DEATHBRINGER_COUNTER_0', -1, 1) will ad the whole mechanic of deadly strikes to unlock it
Either way, you'll get the Haste + Lethargic mechanic too, until I make a proper playable version.
For the spell only: Osi.AddSpell(GetHostCharacter(),'Target_LOW_DeathbringerAssault_Sarevok_Siael',0,0) For the whole mechanic: Osi.ApplyStatus(GetHostCharacter(), 'LOW_SAREVOK_DEATHBRINGER_COUNTER_0', -1, 1)
Second code won't give you the ability outright, you'll have to make some attacks before you can use it. For the first one, I believe it would go into Class Actions, and should also be added to your hotbar automatically.
I've entered the code Osi.AddSpell(GetHostCharacter(),'Target_LOW_DeathbringerAssault_Sarevok_Siael',0,0) sadly its still not on my hotbar :/ but thanks for the help anyway, i'll enjoy the boss fight regardless
Great work I had a lot of fun fighting Sarevok with this mod, I have ask that are you considering making a weaker version of this spell for Dark Urge to use it as well?
Animations are tied to body types, meaning only body type 4 can use Sarevok's and only body type 1 can use Orin's, so no, no playable versions. Well, you could still get them on your character if you really wanted to, but given aformentioned limitation, I can't make that happen for everyone.
It does give it to them in Tactician for sure. In Honour, they are supposed to have them too, so this may be redundant. However, I changed what the skills do, so Honour mode will use my (subjetively way more balanced) versions with its implementation. If the interractions between Honour way for them to have the skills and mine aren't great, let me know (with as much detail as you can), and I'll see what I can do.
The vanilla "cut" versions do 3d10 x7 and 5d10 x4 iirc. Not using the proper damage nor rolls (no offhand rolls on Orin). They also weren't given them with the underlying mechanics of Murderous Strikes in vanilla. All of that must have been cut out, act 3 is quite unpolished.
Also Orin's attack only works for body 1, and Sarevok's for body 4, not meant to be playable.
At the point I started modding and stopped playing I was half-way Act 3. Never actually finished the game or experienced Orin's fight.
But I also don't think it is cut intentionally as per your comment now and more of a bug. They both do get Murderous strikes actually, the problem is that it can fade off and isn't reapplied on long rest and/or transformation so when they lose the base 0 murderous strike passive they can't no longer get the 4 strikes they need for the chain (Orin is actually meant to need to hit 4 times - not 5 [because the chain is 0 to 4 and 0 is the passive resting state] - and offhand weapon attacks count for this so dualwield is even better) and without finishing the chain they can't get back to stage 0 passive. Feel free to try it in my mod by picking orin's origin in the naut section or via the item in the extra section that gives all boss orin's power (but slayer transformation and another one) to the player.
Cool stuff you are releasing and I like the description pages you are writing.
Edit: Nevermind, just noticed that you actually tried murderous strikes on your PC due to the screenshots you posted. Dumb moment there for me.
Possibly. Like you, I didn't finish act 3, nor fought these 2 myself. Maybe the mechanic was just broken, but these attacks seemed unfinished, given the numbers they used. I hope my take on them is good balance and game design, I'm happy with them.
It's 5 because she needs to get from buff 4 to buff "active", which provides the spell, so a 5th hit.
It's Cobalt Enigma's footage, I made them a special version they can play with as thanks for testing and helping me with pictures/footage.
By the way why did you enable it to be castable twice per turn upon reaching murderous strikes 4? The spell/chain has a technical that would lock it after 1 use and sent you to Murderous Strikes 0 as to limit it since by default it doesn't cost an action or bonus action to use as far as I remember.
Edit: The answer is likely to be the obvious one as to make Orin's boss fight more enjoyable. Somehow it slipped my mind when I asked.
Normally they had a 2 turns window to use them, but since Orin normally doesn't have 2 actions, she couldn't use it on the turn she unlocked it. So this is a workaround to get what I take as the intended behavior of 2 uses.
The technical part may be there to prevent them from using them twice, but that's a weird way to implement it, so I chose to make it 2 uses with second one even more powerfull because of their respective buff.
Hi, is there any way to know if this is compatible with Sarevok Set? The armor set has an entry named "Target_LOW_DeathbringerAssault" checking at your file, the entries are suffixed by _Orin and _Sarevok, so is it safe to say it is compatible?
If you load mine after theirs, you will get my version of the spell, which includes a buff to weapon damage and Lethargic for 2 turns. If you load their mod after mine, Sarevok will have their version, and I don't know what it does.
I will change Lethargic to another status (I'm looking for that rn), because Sarevok is immune to it anyway.
A patch would be quite simple, renaming either one of our spells to avoid conflict. I'll make one after changing Sarevok's malus.
btw i think you accidently messed up the upload file and posted the power hungry one instead, i found it by unpacking the mod in order to manually add the spell to the orin armor mod.
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If Stronger bosses doesn't mention these attacks then you can use both mods at once, otherwise use only theirs to avoid issues.
Also, they are too powerful to be playable as they are imo, so I would make toned down versions playable at some point. But if you want Orin's now, use SE console to get it.
Osi.AddSpell(GetHostCharacter(),'Target_LOW_DeathbringerAssault_Orin',0,0)
will add the spell directlyOsi.ApplyStatus(GetHostCharacter(), 'LOW_ORIN_DEATHBRINGER_COUNTER_0', -1, 1)
will ad the whole mechanic of deadly strikes to unlock itEither way, you'll get the Haste + Lethargic mechanic too, until I make a proper playable version.
Osi.AddSpell(GetHostCharacter(),'Target_LOW_DeathbringerAssault_Sarevok_Siael',0,0)
For the whole mechanic:
Osi.ApplyStatus(GetHostCharacter(), 'LOW_SAREVOK_DEATHBRINGER_COUNTER_0', -1, 1)
For the first one, I believe it would go into Class Actions, and should also be added to your hotbar automatically.
Osi.AddSpell(GetHostCharacter(),'Target_LOW_DeathbringerAssault_Sarevok_Siael',0,0)
sadly its still not on my hotbar :/ but thanks for the help anyway, i'll enjoy the boss fight regardless
thanks a lot man
Well, you could still get them on your character if you really wanted to, but given aformentioned limitation, I can't make that happen for everyone.
In Honour, they are supposed to have them too, so this may be redundant. However, I changed what the skills do, so Honour mode will use my (subjetively way more balanced) versions with its implementation.
If the interractions between Honour way for them to have the skills and mine aren't great, let me know (with as much detail as you can), and I'll see what I can do.
Also Orin's attack only works for body 1, and Sarevok's for body 4, not meant to be playable.
But I also don't think it is cut intentionally as per your comment now and more of a bug. They both do get Murderous strikes actually, the problem is that it can fade off and isn't reapplied on long rest and/or transformation so when they lose the base 0 murderous strike passive they can't no longer get the 4 strikes they need for the chain (Orin is actually meant to need to hit 4 times - not 5 [because the chain is 0 to 4 and 0 is the passive resting state] - and offhand weapon attacks count for this so dualwield is even better) and without finishing the chain they can't get back to stage 0 passive. Feel free to try it in my mod by picking orin's origin in the naut section or via the item in the extra section that gives all boss orin's power (but slayer transformation and another one) to the player.
Cool stuff you are releasing and I like the description pages you are writing.
Edit: Nevermind, just noticed that you actually tried murderous strikes on your PC due to the screenshots you posted. Dumb moment there for me.
It's 5 because she needs to get from buff 4 to buff "active", which provides the spell, so a 5th hit.
It's Cobalt Enigma's footage, I made them a special version they can play with as thanks for testing and helping me with pictures/footage.
Edit: The answer is likely to be the obvious one as to make Orin's boss fight more enjoyable. Somehow it slipped my mind when I asked.
Normally they had a 2 turns window to use them, but since Orin normally doesn't have 2 actions, she couldn't use it on the turn she unlocked it.
So this is a workaround to get what I take as the intended behavior of 2 uses.
The technical part may be there to prevent them from using them twice, but that's a weird way to implement it, so I chose to make it 2 uses with second one even more powerfull because of their respective buff.
See this as a creative license on my part :)
I will change Lethargic to another status (I'm looking for that rn), because Sarevok is immune to it anyway.
A patch would be quite simple, renaming either one of our spells to avoid conflict. I'll make one after changing Sarevok's malus.
What you need to add to her is Target_LOW_DeathbringerAssault_Orin, if you want her to have it all times.
Or you can instead give her LOW_ORIN_DEATHBRINGER_COUNTER_0, with StatusOnEquip on the armor for example, so she has the full gameplay mechanic.