will it be possible to make a mod that gives all the named items in the game the best possible stats? for example the named three headed flail can have a durability from 54 to 84, the mod will give it 84 automatically
Thanks for the great mod! There's nothing worse than getting a new named greataxe with the only improvement being +2 durability!! Is this compatible with Revised Named Weapons? It looks like your mod increases maximum possible stat increase, while RNM increases likelihood of a stat being increased in the first place + chance to drop, so they seem compatible in theory. I'm not a modder though, so I'm just guessing.
Edit: After looking again, both of your mods increase the possible number of improved stats from 3 to 5 (7 for RNW), so I'm guessing they would conflict.
Hi. Thank you for this great mod. Do you have plan for doing a stronger shield version of this mod? Base game's unique shield is always so bad with bad stats and durability
Scored a 79% armor ignore armor cross bow. That 99% armor ignored with mastery. One shotting humans regardless of armor is so satisfying. And leave intact armor for my bros! Thanks man I love the mod. Now to rotate out these bad rolled weapons for good ones from this mod ha
1) When is the graphic for the item rolled, when you enter town or when it appears in the inventory? So far I'm getting weapons that look differently than the icon in the taxidermist, even though sometimes the icon itself will change.
2) Does this change existing weapons you already have equipped, or newly crafted/dropped ones?
(1) The graphics generated for named weapons are randomly chosen from a pool, similar to how the stats are randomized. So, what you see at the Taxidermist may differ from what is generated when it's crafted.
(2) No. Current weapons are already generated, this will only change newly generated weapons, regardless of how they are generated (drops, vendor, crafted)
The named weapons really felt quite bad in the base game. My main complaint was not really the max power you could get from them, but that sometimes the RNG improved the kinda useless stats of the weapon. With improving up to 5 and better increases this mod should fix that, right?
It does fix that and I completely agree with you. When I was testing the crafting weapons mod, it really became noticeable. I would craft 10 weapons and many of them were nearly unchanged variants of the basic weapon.
This was a dilemma... Do I make the crafting expensive, and force people to pay a lot for a weapon that is totally random and maybe not better? Or do I make the weapons cheap to craft, but then finding named gear isn't as special anymore?
This mod will help make spending those high prices feel a little more worthwhile. It should almost guarantee you will get an upgraded weapon whenever you find or craft one now.
In fact, I wrote this b/c it felt bad to spend that many crowns to receive a rather standard variant. This will increase the chances of the weapon being special.
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for example the named three headed flail can have a durability from 54 to 84, the mod will give it 84 automatically
Is this compatible with Revised Named Weapons? It looks like your mod increases maximum possible stat increase, while RNM increases likelihood of a stat being increased in the first place + chance to drop, so they seem compatible in theory. I'm not a modder though, so I'm just guessing.
Edit: After looking again, both of your mods increase the possible number of improved stats from 3 to 5 (7 for RNW), so I'm guessing they would conflict.
Thank you for this great mod.
Do you have plan for doing a stronger shield version of this mod? Base game's unique shield is always so bad with bad stats and durability
1) When is the graphic for the item rolled, when you enter town or when it appears in the inventory? So far I'm getting weapons that look differently than the icon in the taxidermist, even though sometimes the icon itself will change.
2) Does this change existing weapons you already have equipped, or newly crafted/dropped ones?
Thanks!
(2) No. Current weapons are already generated, this will only change newly generated weapons, regardless of how they are generated (drops, vendor, crafted)
The named weapons really felt quite bad in the base game. My main complaint was not really the max power you could get from them, but that sometimes the RNG improved the kinda useless stats of the weapon. With improving up to 5 and better increases this mod should fix that, right?
This was a dilemma... Do I make the crafting expensive, and force people to pay a lot for a weapon that is totally random and maybe not better? Or do I make the weapons cheap to craft, but then finding named gear isn't as special anymore?
This mod will help make spending those high prices feel a little more worthwhile. It should almost guarantee you will get an upgraded weapon whenever you find or craft one now.
In fact, I wrote this b/c it felt bad to spend that many crowns to receive a rather standard variant. This will increase the chances of the weapon being special.