I will be working on that visual stuff for Murder of Crows as soon as I get the Dialogue I started for Thurston done and tested a bit! Excited to see what the engine's new capacity is.
Yes, it does. The only thing you might miss out is the story with the trader NPC, but the skills themselves are fine to just drop in an existing save and go from there!
When i start casting a skill some skills dont follow the cursor , only when i aim at a character it changes direction , also some skills have sounds missing or could use some kind of sound , is there any skill with the Assassinate casting animation? that one looked good , except the arrow , looked a little weak
I'll be taking a look at all the animation, visual effect, and audio stuff as soon as I'm done with Thurston's new dialogue.
Some of the imports of custom stuff didn't transfer correctly, and I wasn't aware of this until Larian posted some information on this bug and I saw it after releasing the mod.
So I expect in the next week or two that it will be fixed!
oh , i see , thanks for telling me , btw bola shot does not say how much damage it deals and , holy s#*! Heart Piercer skill made the target explode , that is awesome! i was so looking for skills that do that hahaha
If you mean the tooltip, that's an easy fix. If you mean the overhead damage values, that's handled by the game its self, which I can't really FORCE it to show anything like that.
Yeah, I thought it was funny at first and then upon killing my first enemy with it in Honour mode, my eyes widened at how powerful it felt. I definitely want all the skills to feel like they are strong in that way, so I will be adding what I can to skills to do so soon :3
I'm almost done with dialogue with Thurston here. (Currently at like... 400 lines of dialogue that you can access or something in that realm). Just need to get the Arx dialogue done and test to make sure the back end stuff works for conversation flow.
I've been taking a look at the animations and I've noticed what you're talking about, and it's looking like some of the resources broke on importing them to the engine. They initially showed as working when I started the mod up the first time but obviously this is no longer the case.
I'm working on getting the resources imported properly and placed with their proper sounds and visuals. Should be a fix here soon.
I see , thanks :D , btw , are you planning on making the "explode" effect while killing bigger? for example when "Raise Bloated Corpse" (vanilla skill) explodes it is more exaggerated , maybe it could be used for one of the other classes , or the heart piercier Another thing , if you could add it triggering the elemental effects while dying it could look good (shock , acid , fire , etc)
The explode effect for the death animations is sort of a set value for the skills. I don't actually change much outside of setting the death type to "explode", so realistically I can't make it explode larger without changing the entire game's "explode" death animations.
As for triggering elemental effects upon death: -visual deaths are assigned to each skill based on their type (it would be weird to have someone crumble/freeze to death when they are hit with piercing damage/bleeds). As well, death types are limited to 1 type per skill so sadly I can't stack the electric/fire/acid etc with the explosion without creating a cloud effect, which doesn't really fit the class. -creating an elemental effect upon death doesn't really match any of the skills, though I will probably be experimenting with that sort of thing once I've moved on to the magic class at some point.
oh , i meant the elemental kills with the freeze traps or the different type of arrows (and the new classes ) , i think the artillery something that you added dealt magic damage too , that is what i had in mind , not something immersion breaking this mod https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/48 on this ability added a different explode effect Necro + Poly Volatile Blood: Deal phys damage to bleeding enemies and set Anaemia (im linking it so maybe it helps you(?)
The traps themselves are set to their respective elemental death, though if they aren't killed by the initial explosions of the mines themselves, they won't trigger them. As well, they can sometimes be buggy about it and don't trigger the animations 100% of the time. I assume this is due to how the engine handles traps.
Artillery strike is pretty decent, though I've been tossing around the idea of making the Arcane Archer into a separate class once I've gotten around to doing some non-huntsman based mods. That will probably include a lot of the explosion/element type skills if I manage to get to it.
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=== got it yay!
Excited to see what the engine's new capacity is.
Some of the imports of custom stuff didn't transfer correctly, and I wasn't aware of this until Larian posted some information on this bug and I saw it after releasing the mod.
So I expect in the next week or two that it will be fixed!
and , holy s#*! Heart Piercer skill made the target explode , that is awesome! i was so looking for skills that do that hahaha
Yeah, I thought it was funny at first and then upon killing my first enemy with it in Honour mode, my eyes widened at how powerful it felt. I definitely want all the skills to feel like they are strong in that way, so I will be adding what I can to skills to do so soon :3
I'm almost done with dialogue with Thurston here. (Currently at like... 400 lines of dialogue that you can access or something in that realm). Just need to get the Arx dialogue done and test to make sure the back end stuff works for conversation flow.
I'm working on getting the resources imported properly and placed with their proper sounds and visuals. Should be a fix here soon.
Another thing , if you could add it triggering the elemental effects while dying it could look good (shock , acid , fire , etc)
As for triggering elemental effects upon death:
-visual deaths are assigned to each skill based on their type (it would be weird to have someone crumble/freeze to death when they are hit with piercing damage/bleeds). As well, death types are limited to 1 type per skill so sadly I can't stack the electric/fire/acid etc with the explosion without creating a cloud effect, which doesn't really fit the class.
-creating an elemental effect upon death doesn't really match any of the skills, though I will probably be experimenting with that sort of thing once I've moved on to the magic class at some point.
this mod https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/48 on this ability added a different explode effect Necro + Poly
Volatile Blood: Deal phys damage to bleeding enemies and set Anaemia (im linking it so maybe it helps you(?)
Artillery strike is pretty decent, though I've been tossing around the idea of making the Arcane Archer into a separate class once I've gotten around to doing some non-huntsman based mods. That will probably include a lot of the explosion/element type skills if I manage to get to it.
Was very pumped about trying your mod bro... :(
That has both the files in it, hosted on Google Drive, with a ZIP compression. I was able to open it fine on my end.