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  1. WorksOnMyMachine
    WorksOnMyMachine
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    With UCP 5.1 on the horizon, I went ahead and deleted all the changes already implemented in UCP 5.0.4.

    I also noticed that the Sabre Turret has a different implementation than the UCP and I'm not sure which one is better.

    Download
    1. 55tumbl
      55tumbl
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      Yeh, you're not supposed to post my mod in places where I haven't posted it myself. Even with some edits.

      It doesn't matter if there are some changes that are already in the UCP, it's not going to screw up anything if the same lines appear twice in the mod file.

      As for the turret, the version in SSP is the latest. See the changelogs for 3.1. It's more accurate, but I don't think it makes that much of a difference in the end. SSP should appear below in the mod file.
    2. WorksOnMyMachine
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      I know the duplication is fine, but I removed it to prevent this mod from reverting the latest UCP changes, just in case a future version changes something and becomes incompatible.

      The download link above has been provided so that you can upload it as a UCP friendly version. I'll remove the download link tomorrow.
    3. 55tumbl
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      I don't get why you think that removing duplicates would solve potential issues with the next version of the patch?
    4. WorksOnMyMachine
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      Well, since all of the duplicates are self contained standalone fixes, removing them would only prevent this mod from reverting the changes if UCP ever changes, so I see why not?
    5. 55tumbl
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      If there are changes in the UCP it's mostly going to be new things. There is no certainty that any of the things you removed would be problematic with the next UCP version. And there is no guarantee that there won't be a compatibility issue with anything that you didn't remove. It doesn't make much sense to me to have two versions until it comes out and it turns out that there is indeed an incompatibility.
  2. harimau93
    harimau93
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    Hi can you convert this mod into python sdkmod?
    1. 55tumbl
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      Why would I? There is no need.
    2. harimau93
      harimau93
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      so I can use it with bl-sdk.github.io/ mod?
    3. 55tumbl
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      But you can use it along with the sdk anyway, it's a different type of mod but it's not incompatible.
      And if you install the sdk mod "Text Mod Loader", it will even appear in the mod meu.
    4. harimau93
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      thanks 4 the reply, so do you put SkillScalingPatch.zip into mods folder or do I need to extract it first to make it work? I got textmodloader already but..
    5. 55tumbl
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      You need to extract it and place SkillScalingPatch.blcm in the Binaries folder.

      Ideally download OpenBLCMM (which you can find here on nexus), which allows you to open SkillScalingPatch.blcm and select/unselect the optional features. When you save, OpenBLCMM has a button on the right side that takes you directly to the proper folder (BL2 Binaries).

      If you want to use other text/blcm mods as well, you need to combine them into a single file, with OpenBLCMM.
  3. lilTripperAlyssa
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    Won't work for me. Did all the steps you said with BLCMM and when i open the console and type exec scaling.blcm (you said we could rename it), it's giving me this error message:

    Unrecognised class or object  Transient.SparkServiceConfiguration_5
    Unrecognised class or object  Transient.SparkServiceConfiguration_5

    any idea what I did wrong? I'm on windows, but when I tried to use Hex Multitool it wouldn't acknowledge the presence of the patch for me to be able to do anything with, no prompt like with the UCP, no extra listing, it's just not working at all for me. I just got Java, am I supposed to use an older version of it? (That's more of an issue with BLCMM itself though I'm pretty sure)
    1. 55tumbl
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      The fact that there is no prompt like UCP is normal. To check that it works in game, you'd have to check some of the effects of the mod (e.g. check the corresponding option in my mod and send Deathtrap against the dummy target in Sanctuary).

      But these error messages indicate something wrong. Thing is that the game received several updates that affected the hotfix system. I updated the mod for that at some point, then they made more updates, not sure what the current status is, or if I'd need to update the mod again.

      In BLCMM, check the "Offline" box at the bottom and save the file like that, then try in game. If it doesn't work, re-open that file, uncheck the Offline box, save, and try again.
      If you use OpenBLCMM (which you can find on Nexusmods, and is now the recommended version), I think it automatically sets things properly when you save the file.

      Note that if you use this mod in combination with others, you have to put them all in the same file.
    2. lilTripperAlyssa
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      hey thankyou for replying, I ended up merging it with the UCP. It opened up that "mods" section under it, at first it didn't work, but then I unticked the box for it and it's working now :D  (edit: I did the offline thing too)

      really awesome that you're STILL helping people with this, I thought I might get a reply in a couple weeks if I'm lucky, that was really considerate of you. I've only tested it on the peak where I first got it working, and I can already tell it's gonna be a total gamechanger vs bosses, especially raids - almost always use an L.Cat mod and Bone, so I'd going from effectively 0/5 Wreck to 10/5 with a cat mod, 100% fire rate and 60% gun damage with significant uptime :)
  4. valshares24
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    Should i import v3.1 into Reborn? I think there is an outdated version built in.
    1. 55tumbl
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      The version built in Reborn is almost certainly outdated. So yeh I guess you may want to import 3.1... but then again there may be some risk of incompatibilities. I can't really say for sure...
  5. VDarksteel
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    Relatively new to BL2 modding, do i type "exec SkillScalingPatch.blcm" at the menu every game i load up or just once?

    Thanks also for this patch, its incredibly frustrating that Gearbox hasn't patched Axton/Gaige's action skill scaling.
    1. 55tumbl
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      Thanks for the feedback! You have to exec every time you boot the game. And in case you want to use it in combination with other mods, you need to use BLCMM to merge everything into a single file (and exec that unique file).
  6. josec87
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    What about UCP 5.0? still compatible? still necessary?
    1. 55tumbl
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      UCP has some parts of this mod but not all of it, and a few things are not completely "up-to-date" in the UCP version.
      But it is compatble, as long as you import this mod after the UCP, so it ends up under it in the BLCMM window.
    2. josec87
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      Thanks for the answer.
      The problem is the info here isn't the same than in GitHub. For example, in GitHub we have this:
      I strongly recommend to disable the Electrical Burn fix, since this skill already receives a very strong (indirect) boost in the UCP.
      Is the info on GiHub deprecated? Is there anything else we should be aware of?
    3. 55tumbl
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      Uhm yes the github version never got the latest updates. For this particular issue, just make sure to use the Optional "General: Boost status effect damage in UVHM/OP levels." As this is by default in the UCP anyway, and it will here include the fix to make Electrical Burn not benefit twice from it (I don't think that part is in the UCP, but I don't remember exactly tbh).

    4. josec87
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      Ok thanks :D