using xxi as subclass im having a strange problem, the entity that the abilities creates are spawning justicar(???) and every turn they are spawning enemies justicars and i dont know why
For those who are wondering, it is still working in patch 7 despite the 'signs' (slot) being represented as red stars. The animations and effects are very well done. The only negative point I see is that it is extremely overpowered. Even with mods that increase difficulty you will not have any difficulty, its damage capacity is extreme to the point that you can kill several mobs in a single hit even at level 1. I like op classes but this one is ridiculous lol.I would love to see a more balanced version even knowing that the chances of that happening are very low. Anyway, excellent work
how do you get the blue renaissance im getting none of it through combat i have the bd3 mod manager downloaded but the other mods that are in requirements arent on nexus anymore. Anyone find an fix for this?
Hey, there, shenyi, another great mod! There seems to be a slight problem with the alignment of the weapons, as someone else seems to have noted. Sheathed dagger needs moved in towards the hip. Sheathed sword needs moved up and forward towards back. Drawn dagger needs aligned better with hand.
It may also be a good idea, if you can, to make the weapons look a little less sci-fi. I get the source material for the inspiration, but for those who prefer to immerse ourselves, the weapons looking so futuristic kind of take us out of it. You shouldn't have to change much, just make them look a little more steampunk.
If doing something about the looks of the weapons is beyond what you're able to do, then I would also be content with permission to request for someone to do an edit.
Alternatively, if neither of those are appealing, perhaps you could make it so we aren't forced to use the unique weapon for certain skills?
I encountered a very rare problem when dealing with the model. The directional coordinates of the model seemed to be in a chaotic and irregular state. Therefore, the current state is already the limit of what I can do. I would be grateful if any other friends could inform me of specific solutions. The design of the weapon is derived from the creative prototype of this class. To be honest, this is probably a MOD for fans of a niche game. Although I have recreated the mechanism and spells for this class, I still hope this weapon can be retained.
I see. I have passed your request for help to some contacts. In the mean time, is there anything that can be done about the appearance?
I'm not asking for a complete redesign of the weapons. Just some edits to make them fit the world better. You could keep the overall shape of the sword and just alter the aesthetics a little bit. Same with the dagger.
Or again, if that's not an option, remove the trigger on certain skills that forces the player character to equip the unique weapons?
This may also be difficult to achieve. I am not a art designer, and actually, I am not a professional programmer either. In order to implement the complex mechanism of this profession, I have written a very large and complicated code. As the character's state changes, the weapon's form will also change. This setting involves a lot of core mechanism codes for this mod. I cannot transplant this mechanism to other freely matched weapons, and I cannot remove the need for this weapon without affecting the class mechanism.
Alternative request: Would it be feasible to create a variant of this subclass that is more lore friendly/doesn't utilize the mechanics that rely on this weapon? For example, a swordsman class that can utilize similar skills, but doesn't require its own entire sub-system to function?
I love the feeling of this subclass. I just don't like the forced aesthetic or weapon that clash with the rest of the game.
In addition, I accept secondary creations from others regarding this weapon (as it was not originally created by me). You can send me the new model and textures, and I can replace them to provide a new optional version, with attribution to the creator. This is probably the only thing I can do.
It's really a pity, because this could have been an excellent samurai-like class, but because I promised to create the Punish class, I had to release it as Crimson Abyss. However, don't worry. Through the development of Crimson Abyss, I have solved many technical difficulties. As you can see, I am increasingly breaking through the limitations of the game itself and creating content that was originally impossible to achieve. I think a cooler melee class will soon be on the agenda.
That would be great! In the mean time, I've put a request out there to someone I know. They may or may not be able to make some suitable edits for the weapon to fit better. Will update you once I know more.
is anyone still able to use this mod? I don't have the resource icons (red, blue, yellow) I have all the required mods and still nada, hopefully someone can answer plz and thx!!
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The animations and effects are very well done. The only negative point I see is that it is extremely overpowered. Even with mods that increase difficulty you will not have any difficulty, its damage capacity is extreme to the point that you can kill several mobs in a single hit even at level 1. I like op classes but this one is ridiculous lol.I would love to see a more balanced version even knowing that the chances of that happening are very low.
Anyway, excellent work
It may also be a good idea, if you can, to make the weapons look a little less sci-fi. I get the source material for the inspiration, but for those who prefer to immerse ourselves, the weapons looking so futuristic kind of take us out of it. You shouldn't have to change much, just make them look a little more steampunk.
If doing something about the looks of the weapons is beyond what you're able to do, then I would also be content with permission to request for someone to do an edit.
Alternatively, if neither of those are appealing, perhaps you could make it so we aren't forced to use the unique weapon for certain skills?
The design of the weapon is derived from the creative prototype of this class. To be honest, this is probably a MOD for fans of a niche game. Although I have recreated the mechanism and spells for this class, I still hope this weapon can be retained.
I'm not asking for a complete redesign of the weapons. Just some edits to make them fit the world better. You could keep the overall shape of the sword and just alter the aesthetics a little bit. Same with the dagger.
Or again, if that's not an option, remove the trigger on certain skills that forces the player character to equip the unique weapons?
As the character's state changes, the weapon's form will also change. This setting involves a lot of core mechanism codes for this mod. I cannot transplant this mechanism to other freely matched weapons, and I cannot remove the need for this weapon without affecting the class mechanism.
Alternative request: Would it be feasible to create a variant of this subclass that is more lore friendly/doesn't utilize the mechanics that rely on this weapon? For example, a swordsman class that can utilize similar skills, but doesn't require its own entire sub-system to function?
I love the feeling of this subclass. I just don't like the forced aesthetic or weapon that clash with the rest of the game.
However, don't worry. Through the development of Crimson Abyss, I have solved many technical difficulties. As you can see, I am increasingly breaking through the limitations of the game itself and creating content that was originally impossible to achieve. I think a cooler melee class will soon be on the agenda.