ok i have just check again and the enemies in bloody palace are not effected (most notable color coded enemies are still like vanilla) you can check level 13 of bloody palace it has red coded enemies
but the disable color coded enemies is a part of the patch (as when I'm only using this patch I also get the disable color coded enemies) which btw is not written anywhere in the description that its includes that
To make attacks of any type work on color coded enemies, it requires me to specifically edit the enemy file one by one which this patch doesn't do.
Maybe you have the old version of the color coded enemy mod that makes you replace the enemy UPK and don't remember? Either way, there's isn't an edit you can make to dante_archetypes.upk that lets you hit color coded enemies with all weapons.
question does this mod and vergils version have your other mods too? if not which ones aren't included and which mods that aren't included in this and vergils mod are compatible with this? just asking cuz it's not very clear if it includes the patches for the 60fps stuff so i have to ask
These Dante and Vergil patches come built in with all my previous framerate and general fixes for the characters, with the exception of the hitstop overhaul.
it seems like this update make dante can't use rain storm right after Inverse Rain Storm, there always a short delay between them, only after dante put his gun back then could player use RS. Just test on this mod without other.
That is expected considering the way I made the change. The sequence of GunSpecial -> GunSpecial can still be done through cancelling a gunshot, jump or evade. If I can fix it I will, but for the moment that's how Inverse will work in the patch. https://streamable.com/6ftbw5
Gods Must Die. Its a difficulty level above Dante Must Die and was officially included as a bonus feature in Definitive Edition.
The references to GMD being made here are for my mod that attempts to recreate much of what DE GMD offers, while also taking some creative liberties to compensate for the shortcomings of the mod's limitations.
I am a Chinese player and played on PS4 before. It is difficult to read the English documentation. I want to replay it on PC. so I want know if there is a big difference between this MOD and the version on PS4? or almost same to the PS4 version?
My mod attempts to replicate many of the PS4 changes, but also does some unique things exclusive to the mod. It is not exactly like PS4 Definitive Edition.
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you can check level 13 of bloody palace it has red coded enemies
The reason it hasn't been made for Bloody Palace is because I ran into problems making it that I couldn't solve.
Maybe you have the old version of the color coded enemy mod that makes you replace the enemy UPK and don't remember? Either way, there's isn't an edit you can make to dante_archetypes.upk that lets you hit color coded enemies with all weapons.
my bad sorry to have annoy you
how about angel lift could use kicker and devil pull can use pay off?
https://streamable.com/6ftbw5
How about Devil -> Forwardx2 + Melee allow dante releases a Showdown that doesn't bounce devil back into the air.
And Devil -> Forwardx2 + strong Melee of ARBITER skill could use the new Tremor effect, Devil + strong Melee could keep the old one?
The references to GMD being made here are for my mod that attempts to recreate much of what DE GMD offers, while also taking some creative liberties to compensate for the shortcomings of the mod's limitations.
My 'GMD Custom' mod can be downloaded here
My mod attempts to replicate many of the PS4 changes, but also does some unique things exclusive to the mod. It is not exactly like PS4 Definitive Edition.
like Rebellion's Drive, E&I, Revenant, Eryx, Aquila's Round Trip and Osiris' Raze? (I only wanna have fun btw)