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.
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.
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.
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.
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.
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
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?
55 comments
plz..
Just a small nitpick, but would be really cool to see.
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.
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 )
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: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);
}
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.
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
Would that conclude that we can't really use these until that's fixed?
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.