Yeah. This will be fixed in Version 1.0.2 as for I know the source of it now.
The only way to notably fix this currently is to make a new game save with the mod disabled and then save the game and then reload the game with the mod enabled and the items will be there then.
So far, I know that it works in Act 2 if you load the mod from Act 1 and it spawns in Fort Joy if you enable the mod when you're in The Hold.
Newer versions of themod, the more experimental ones actually spawn in chests to The Hold as well. But I'll likely just have the mod work confirmed regardless by having them spawn in raw on the map without any chests.
Maybe I'm doing it wrong, but the skills still won't spawn for me on Fort Joy. I started a new game without the mod activated, and as soon as I landed on the beach I saved the game and activated the mod. The chest is there, but empty. Was I supposed to go farther or something?
EDIT: Nevermind, I didn't activate it right. It works! I'll admit I thought the spells would just make your regular melee attacks deal extra magic damage.
Yepyep! That's natural. Sadly, the goal was to get it to actually completely convert your damage type for the weapon into a specific type in general, but that couldn't be accomplished! So I'm going to add in fancy alternatives as well as more skills later on.
Just trying to fix my other mods now. But I'm glad that it works!
If you're still taking skill recommendations, why not a striking ability that consumes a status effect to deal more damage? For example, hitting someone with a fire move would make their Burning status go away while dealing extra fire damage, sort of like Spontaneous Combustion?
Oh, and why does it cost 2 AP just to unlock the damaging move? It makes sense for the move itself to cost 2 AP, but when I've got moves like Restoration and Haste, it seems less valuable in comparison. However, I haven't gotten to the late game with this yet so I don't know if the damage scales out of control and justifies it or something.
That's actually a placeholder. I'm planning on hugely overhauling the mod but I'm trying to fix this mod and some of my others first and work around that.
The damage isn't decent or good at all, in retrospect. It scales with elemental values, the imbue should be 1 AP but it's probably bugged still or you've an outdated version. Since I swear I fixed that already. (Likely going to change to 0AP and permanent imbuing but no imbue stacking.)
But the damage is just SWA (Scaled Weapon Attack) + Bonuses (Runes, Pyro for Fire Strike, Attributes such as Warfare, etcetc.) Since that's all that was requested, then yeah. I'm still gladly taking recommendations, however and I'll put that into account!
Once I fix my mods, I'll gladly go about adding in all the stuff I've heard of if it's within reason. As for that example you gave, that's very, very possible. I'll see what I can do with it.
I actually have an entire list of things in a simple sense which I'm going to go work on these things that I posted on the steam version of the mod if you're interested in taking a look!~
I'll add images later from the actual in-game portion, but I'm updating the description to tell people where to find them in the GM Menu. But you should look at them yourself! It's hard to explain how they actually work.
i have a little problem ... i have the lady vengeance door bug so i cant get to the lower levels hahaha , do u know any way to fix it so i can test the skills? ):
Alright! The mod has been updated with story locations and all, for anyone interested! If anyone finds any bugs or issues, please comment here or make a bug report. Thanks!
I'll update the mod after I finish some more of my mod requests.
19 comments
Thanks for the mod.
The only way to notably fix this currently is to make a new game save with the mod disabled and then save the game and then reload the game with the mod enabled and the items will be there then.
Sorry for the inconvenience!
Edit: Tried it out, but still didn't work. I'll try again later.
Thanks!
So far, I know that it works in Act 2 if you load the mod from Act 1 and it spawns in Fort Joy if you enable the mod when you're in The Hold.
Newer versions of themod, the more experimental ones actually spawn in chests to The Hold as well. But I'll likely just have the mod work confirmed regardless by having them spawn in raw on the map without any chests.
That'll work...as tasteless as it is.
Cheers!
I started a new game without the mod activated, and as soon as I landed on the beach I saved the game and activated the mod. The chest is there, but empty. Was I supposed to go farther or something?
EDIT: Nevermind, I didn't activate it right. It works!
I'll admit I thought the spells would just make your regular melee attacks deal extra magic damage.
Just trying to fix my other mods now. But I'm glad that it works!
For example, hitting someone with a fire move would make their Burning status go away while dealing extra fire damage, sort of like Spontaneous Combustion?
Oh, and why does it cost 2 AP just to unlock the damaging move? It makes sense for the move itself to cost 2 AP, but when I've got moves like Restoration and Haste, it seems less valuable in comparison. However, I haven't gotten to the late game with this yet so I don't know if the damage scales out of control and justifies it or something.
The damage isn't decent or good at all, in retrospect. It scales with elemental values, the imbue should be 1 AP but it's probably bugged still or you've an outdated version. Since I swear I fixed that already. (Likely going to change to 0AP and permanent imbuing but no imbue stacking.)
But the damage is just SWA (Scaled Weapon Attack) + Bonuses (Runes, Pyro for Fire Strike, Attributes such as Warfare, etcetc.) Since that's all that was requested, then yeah. I'm still gladly taking recommendations, however and I'll put that into account!
Once I fix my mods, I'll gladly go about adding in all the stuff I've heard of if it's within reason. As for that example you gave, that's very, very possible. I'll see what I can do with it.
http://steamcommunity.com/workshop/filedetails/discussion/1164642013/1488861734122017605/
Rather, look.
I could try adding the books elsewhere for the meanwhile to see if that'll assist in such a thing.
I'll update the mod after I finish some more of my mod requests.
Like how they glow and such in the element! But I'll consider doing so.