Well i'm unsure which Nat573 is referring to, but I use Noquiem's Toggle Polymorph Appendages ( https://www.nexusmods.com/divinityoriginalsin2/mods/135/? ) and the optional Toggle Skins, if I used this mod, would it effect the toggle-able skins from his mod?
The toggle mods are not compatible with this mod. If you wish to use both of these, I could set the duration of Polymorph Appendages to 99 turns. My mod also comes with the Cancel All Polymorph skill so you can use that to toggle off.
This is an interesting idea, but it would be nice if everything didn't scale off of strength (especially the spider powers). The one skill (corrosive laser) destroys physical armor but is resisted by magical armor. That doesn't seem useful. I like the idea of the flying/lightning powers.
Spider Beam is a physical skill. Only the "Poisoned" status is resisted by Magic Armor. Similar to how the crippled effect of Impalement from Geomany is resisted by Physical Armor.
About scaling stats, default Polymorph skills scale with Strength. It is hard coded and cannot be changed. Of course I can change the "skill school" into other schools for different scaling, but this would result different skills scaling with different things, making it very confusing.
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thx again
Maybe a compatibility patch could fix things?
For now I'll have to wait....
Thanks for the mod though lol
If it's just simple changes like CD reduction or changes to scaling, I can put them in a optional mod.
Basically all of the polymorph mods on Nexus except yours lol
About scaling stats, default Polymorph skills scale with Strength. It is hard coded and cannot be changed. Of course I can change the "skill school" into other schools for different scaling, but this would result different skills scaling with different things, making it very confusing.