Possible for a nerfed version? You have rapiers doing 1d10, greatswords doing 2d8, and I dunno what that is doing 2d10. Great items just overpowered as all hell.
Love your all weapons and each property you assigned them. Thank you for bringing the Sussur Greatsword and the lightning charge mechanic. I really love its look in the game, but it isn't good enough for Act 2, and the lightning charges fall off in the late game too.
Does this mod works with Randomized Equipment Loot? if not, it would be great if you could add a REL version, it seems to be simple to do, the mod page has a tutorial.
hey @LeftNutDontWork thank you for making this mod, the weapons are really beautiful and have cool effects! However, I think that the requirements listed are incorrect--it doesn't seem like the script extender is needed for any of the weapons to work and I think it may only be needed for spawning the tutorial chest?
If that is the case I'd recommend removing the SE from the requirements so my fellow Mac users also know they can use these great weapons without issue since the chest summoning mod has a non-SE way to summon the chest too!
I think this would be a better mod if you had the base dice for the weapons were right, longswords(1d8,1d10) greatswords(2d6) etc. either way Ill be giving it a try
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My durge loves Filbordg's Walking Stick so much !! It's so badass for a barbarian
If that is the case I'd recommend removing the SE from the requirements so my fellow Mac users also know they can use these great weapons without issue since the chest summoning mod has a non-SE way to summon the chest too!
They're pretty great conceptually so I hope the creator gets around to this eventually.