Bloodstained: Ritual of the Night
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joneirik

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  1. joneirik
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    Recreated for v1.40

    Did a lot of work testing removing entries for this mod, so right now the file has a single entry per tech, instead of the 37 different entries for force blast etc. The file is like 1/4th of the original file-size.
  2. Thebookworm2
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    Is there a way you could possibly increase the experience received per successful hit, instead of decreasing the needed hits to master the technique. the reason being, is this mod conflicts with Enhauncing Carabosse at Bloodstained: Ritual of the Night Nexus - Mods and community (nexusmods.com), and i would like use this mod grind up the techs, deactivate this mod and then use the Enhauncing Carabosse Mod. but when i do that i still have to grind the techs that I have mastered before when this mod was active. an example being in vanilla a tech would require 50/50 hits to master, but this mod makes it 4/4 hits, and when I deactivate this mod my tech looks like 4/50 hits. or you could add compatibility
    1. joneirik
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      The mod you linked should not conflict with this mod. It edits different files, and there is nothing in the file that modifies tech that has any kind of interaction with summons.
    2. Thebookworm2
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      when i had the enhauncing Carabosse active your mod didn't work, disabling that mod allowed your mod to work, it was the only one i disabled. turning back on made your mod stop working again. also the mod i linked has this in the description read the last line
      -Conflicts with mods that change the following assets.
      I am not sure which mods specifically apply to you, so please check by yourself.

      --PB_DT_BulletMaster.uasset → Asset that changes the nature of ranged attacks (magics, bullets, etc.)
      --PB_DT_CharaUniqueParameterMaster.uasset → Asset that affects the frequency of character attacks, movement speed, etc.
      --PB_DT_CharacterParameterMaster.uasset →Asset that changes the basic status of the character (parameters, display size, etc.) 
    3. joneirik
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      Nice catch, I've actually listed the wrong file in my description, as I copy pasted it from another mod and forgot to change that part. I'll fix that right away, the file this mod changes is:

      PB_DT_ArtsCommandMaster

      Which is a file that only has weapon techniques and nothing else. I just doubled checked the mod folder as well, and that's the only file I've added to the mod.

      Really curious why the Carbose mod conflicts though, that just makes no sense. I'll try look into that mod when I have time, but really with v1.5 around the corner I kinda don't want to spend too much time on updating a bunch of mods that might get invalidated in a few weeks time.
    4. Thebookworm2
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      an alterative would be to make your mod so that people can deactivate it once they master all the techs. that would mostly conflict proof it, because with your mod it only takes a couple minutes to master all the techs. meaning people could turn your mod on while deactivating any conflicting mods, master the techs, then change the mod setup back. this would work because with the exception of weapon specific techs, all techs can be used by any weapon of the same type once mastered
    5. joneirik
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      That would be a completely different mod, that I'm not even sure if is possible. This file can only change the number of XP needed to master. Not how much XP you gain per attack. I don't think I've seen that in any file yet.

      But honestly this really shouldn't have been an issue, as these two mods should not conflict at all. So honestly no idea why it would do so.

      Also, after testing it locally, they work just fine together, so no idea why you have any problems with this. I'd double check your install and mods.
  3. MayaC3
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    Mod makes it so certain techniques stop working. Rapid fire, orbital wheel , crescent storm, all stopped working when it was installed, and once disabled started working again. I have no idea what might be causing it since all i have are (to my knowledge) cosmetic mods.
    1. joneirik
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      Some of the versions of this does change the input of all the tech, and all versions of this removes the tech from most weapons (and put them only on the starter weapons). Example you can no longer do Force Blast on Red Umbrella (and about 36 other swords), but only with Short Sword, until mastered.

      I kind of need more info, as they worked fine when I tested it locally, but this mod also hacked up the file a lot so might have some weird stuff.
  4. NotoriousIKB
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    Fantastic job! Thank you for your hard work. 

    Would it be difficult to make one that halves the MP costs without changing the input commands? 
    1. joneirik
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      Shouldn't be too hard, I'll look into that but I might just wait for v1.5 which should be just around the corner, just to be sure it doesn't break stuff anyways (probably won't).
  5. Meiriona
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    Is there a way to just reduce the exp needed without altering the weapons that grant mastery or anything else?
    1. joneirik
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      Not at the moment, I've kind of hacked the file up in too many bits for that atm. I might just make a separate version entirely for that, I'll look into it.
    2. Meiriona
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      that would be awesome! thanks for considering.
  6. kameshazam
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    Does this work lowering the required times for mastering or increasing the value of each time for faster mastering? As in, what would happen if I deleted the mod after mastering all skills?
    1. joneirik
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      Been too long since I tested, so don't remember. Try it and see, worst case you'll just watch the numbers go back to old.
    2. Steve504
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      Looks like it lowers the required times. Progress "recalculates" after disabling mod.
  7. Thebookworm2
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    what does the 8 translate to for a controller for the orbital wheel
    1. joneirik
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      Up, I've just used the numbers from the numpad as reference.
  8. Ronivan
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    You know something that would be amazingly useful? Simplify the skill usage. Just set it to hold Square button pressed, and there you go. This would make a lot of people to even care using weapon skills in the first place.
    1. joneirik
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      Hmm, I guess I'm not the right person to say this, since I'm one of those that LOVE the actual commands and weapon techniques. But I could make a mod to simplify the commands, but the problem with simplifying them too much is that they'll keep trigger when you don't want to.

      For example Sword Parry on Forward Attack would trigger all the time. Force Blast on Down attack would mess up with all your crouching attacks, etc.

      If someone doesn't like them the way they are, I don't think it's really possible to make simple enough commands that won't mess up with general controls so much that people would just get more annoyed anyways.
    2. tarlosev
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      If is possible to execute the techniques in a specific button like the castlevanias of the nds, perhaps by placing this function in the shortcut button, and then putIng the shortcut to be used by pressing the right analog stick that has no functions with miriam,
    3. joneirik
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      Nope, can't put skills on the shortcut bar (nor would I want to), and the right stick is used for purple shards and for opening a couple of doors, and you still can't put skills on that (other than making it into a purple shard, which I don't think is possible).

      Techniques isn't required to play, it's optional for those that likes that type of gameplay. This mod isn't meant to change that, it's actually made to make it easier for those that do enjoy them to enjoy them earlier in the game, without having to sit repeat the katana parry on an enemy for an hour to unlock it for the other weapons.
    4. Psydeffexclone
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      i second this the input commands can sometimes have so much delay that you'll end up wasting your moves. not only that it can break either your keyboard or controller due to how some of the commands are complicated to perform, which is why some players dont even bother using them. a simplified command could work if done properly. take Zero's command's for his skills in megman zero 2-4. it's simple and effective and will not break your keyboard or controller. some skill's can even be made as a combo attack such as the 3 hit combo attacks of the katana and boot weapons.