0 of 0

File information

Last updated

Original upload

Created by

puddingisfun

Uploaded by

puddingisfun

Virus scan

Safe to use

55 comments

  1. filipmolnar
    filipmolnar
    • member
    • 1 kudos
    Also tested with legends and works just as well
  2. filipmolnar
    filipmolnar
    • member
    • 1 kudos
    This actually still works with the current version of the game
  3. goxlove77
    goxlove77
    • member
    • 0 kudos
     any plan to make additional mod for armor and helmet??
     plz..
  4. iknowjack123
    iknowjack123
    • member
    • 0 kudos
    Thanks for updating this mod. I was wondering if there was anyway you could make a new version that only increases 2 attributes? 3 is kind of overkill...I once found a 2 handed axe that had better armor penetration and did more raw damage/armor damage then that 2 handed mansplitter axe that orc berserkers carry around for way less fatigue.

    Just a small nitpick, but would be really cool to see.
    1. puddingisfun
      puddingisfun
      • premium
      • 4 kudos
      I get where you're coming from. I'm away from my computer at the moment and I can't make changes now, but your request is something you can do pretty easily yourself :)

      Unzip the file downloaded from the nexus, the open the file in scripts > !mods_preload > mod_strongerNamedWeaponsSlight.nut with Notepad. In the line:

      for( local n = 3; n != 0 && possibleBuffs.len() != 0; n-- )

      change the 3 to a 2, save the file, then zip the scripts folder again. Rename it to something starting with "mod" and throw it in your data folder and you should be good to go.
    2. iknowjack123
      iknowjack123
      • member
      • 0 kudos
      I just came across your comment after forgetting I asked this question over two years ago. Thanks for the reply and sorry for the late response! I will try this tonight; appreciate what you made here.
  5. Vankliff123
    Vankliff123
    • member
    • 0 kudos
    Could you tell me if it is possible to make it so that the damage value is always improved, and the other values is generated as it is now?
    1. KnightShadePrime
      KnightShadePrime
      • supporter
      • 3 kudos
      I'm not much of a programmer, but I extracted the .zip file so I could open the .nut file using Notepad++, and I think I see how to do it.
      It should be possible to take the damage increase function out of the list of what are called "possibleBuffs" and put it as an always occurring function.

      You delete only these six specific lines:?possibleBuffs.push(function ( _i )
      {
      local f = this.Math.rand(125, 140) * 0.01;
      _i.m.RegularDamage = this.Math.round(_i.m.RegularDamage * f);
      _i.m.RegularDamageMax = this.Math.round(_i.m.RegularDamageMax * f);
      });
      and put these five lines:
      ?{
      local f = this.Math.rand(125, 140) * 0.01;
      _i.m.RegularDamage = this.Math.round(_i.m.RegularDamage * f);
      _i.m.RegularDamageMax = this.Math.round(_i.m.RegularDamageMax * f);
      }
      right before/above this line at the beginning:
      if (this.m.ConditionMax > 1)

      Also, it may be wise to change this line (near the end of the file) if it reads like this:
      ?for( local n = 4; n != 0 && possibleBuffs.len() != 0; n-- )
      because that n = 4 is the number of possible buffs. Several possible buffs are if conditions (because they may not apply to a particular weapon), and 4 are always possible, but because you made one that can always apply, always occur (the damage), it's possible that only 3 may apply and it could cause problems for some weapons, so if n = 4 (or greater) it may be necessary to reduce it to n = 3 as a maximum. I don't know for certain that this could be a problem as I can't quite understand the language.
      (note that the "slight" version of this mod has n = 3 as default already, not n = 4)

      Anyway, after making the changes, save it (and zip it back up if you extracted it) and it should work. I think.
  6. Voizeh
    Voizeh
    • member
    • 0 kudos
    Can you please make a version (or tell how to do it myself) with adjusted buying price modifiers for legendaries? It feels quite cheesy to be able to buy those from towns for vanilla prices, however, I would not want to miss on that option. X1.5 or X2 would make it balanced IMO. Buying a legendary 2H axe for a lone wolf hedge knight for mere 6k crowns so he can just spin-to-win throughout most early-to-midgame encounters on max difficulty just feels... dirty.
    1. puddingisfun
      puddingisfun
      • premium
      • 4 kudos
      Sure, it theoretically should be very simple. Unpack the mod, and in a new line right above "if (this.m.ConditionMax > 1)", add:

      this.m.Value = this.m.Value * 2

      then zip it back up and stick it back in your data folder and you should be good to go. I haven't actually tested this but I'm 98% sure it will work fine.

      Edit: here's a screenshot just to be clear https://imgur.com/n7caYfQ
    2. Voizeh
      Voizeh
      • member
      • 0 kudos
      Thank you!
  7. fertiliser
    fertiliser
    • member
    • 0 kudos
    Hey does it work with current saved files or only when i start a new game? It's not working with my current saved files if it was intended
    1. puddingisfun
      puddingisfun
      • premium
      • 4 kudos
      It works with current saves but only with newly-generated weapons. You'll need to wait for shops to restock.
    2. fertiliser
      fertiliser
      • member
      • 0 kudos
      thank you so much!!! <3 and i think i will love this mod
  8. hl1
    hl1
    • member
    • 0 kudos
    The description says that Mod Hooks is required. At the moment, that mod hasn't been updated.
    Would that conclude that we can't really use these until that's fixed?
    1. mvineyard
      mvineyard
      • premium
      • 0 kudos
      Someone forked it, I assume you're intended to use the forked version.
    2. hl1
      hl1
      • member
      • 0 kudos
      Aha, I suppose so! Thanks for the reply though. Appreciate it.
    3. Mirtz123
      Mirtz123
      • member
      • 0 kudos
      I was wondering would your mod now work with the updated OG modhooks?
    4. puddingisfun
      puddingisfun
      • premium
      • 4 kudos
      I haven't tested it myself but I don't see any reason it wouldn't.
  9. head2ears
    head2ears
    • member
    • 0 kudos
    Thanks!
  10. puddingisfun
    puddingisfun
    • premium
    • 4 kudos
    Sorry for abandoning this mod for such a long time! I moved houses, had a kid, and changed jobs since the last update so it's been a busy period.

    With the launch of the new DLC I'm planning to revamp this mod to finally use mod hooks, so stay tuned for an update in the next few days.
    1. BloodySamurai
      BloodySamurai
      • supporter
      • 0 kudos
      Great news, thankyou!