Did some testing and it appears the melee version of deadly strike works with the fix, which was the intention of the mod. FYI The bow version seems like it casts but makes my character run up to the target and then doesn't trigger cooldown or seem to do any damage - it looks like its triggering the melee version and somewhere does a check for range and then makes the character walk close before using it (but it was not the intention of the mod to fix this).
The CT author uses a custom event to switch the bow version for the melee version when you are using a bow with deadly strike. I'm wondering if with the way that is implemented (I haven't found where the custom event is called yet) for some reason the way the tactic triggers the ability gets around it.
The tactics code does do a condition check for melee only against the row in abi_base.gda, but the CT author removed that condition so the ability should pass that check in the tactics script with a ranged weapon equipped (which my testing supports). I didn't see anything else in the tactics code that would stop the ability from being executed properly, which is why I think it must be getting passed wrong to the ability handling code.
I'll keep digging around in the CT source code and see if I can track down where the problem is.
@tinman05--Thank you for somewhat clarifying, however I'm not particularly knowledgable with script codes for this game. I'm glad that arrendondo has tested this though; downloading now.
Alright, I tested this with the bow and it works fine. It was mentioned earlier that the bow won't work right for this skill if added as an A.I. tactic but there is no problem using it manually.
I'll add that archer deadly strike tactic bug to my (rapidly growing) list of things to look into if you don't find a way to fix it first frost555. If you do try to fix it just make sure you have a compatible version for advanced tactics or i'll have to fix it myself anyways .
It works for me I separated talent fix and tweak into 2 archives.
Tweak was changed a little bit: Damage is 1.2x times greater than normal, Bonus to armor penetration is 10 plus amount of levels above 10. So level 15 character has 15AP bonus.
The only bug i found is that archer can't use Deadly strike setted by tactic screen(it will try to use melee version, and it wouldnt work)
I have no idea how to read source scripts so this is what I want.... actual feedback (good or bad) from at least one of the 100 people who already downloaded it. Does it work? is not too much to ask. I do appreciate your response in saying it looks legit however.
This fix applies only if you have the Combat Tweaks mod by kend.
This fix patches a known problem with the combat tweaks mod where the deadly strike ability does not work properly. The problem has nothing to do with animations, it is a problem with the script causing the ability to not do what it is supposed to do.
The combat tweaks author also made the deadly strike talent usable with ranged weapons as part of his mod. I'm not sure what he did about the melee animation (you can probably tell from the script but I haven't looked), but as long as the effects of the ability function as intended I really don't care.
EDIT: It appears he removed the animation - the bow version has 0 in that column of the gda file, while the melee version has a number (700 and something if i remember right).
I have not tried out this mod yet but I did look over the code and it looked solid.
Another option is to get the power strike mod which adds a substitute skill for deadly strike that works correctly (for melee at least). You can find it on the bioware social network.
The author has also kindly included his source scripts so you can see exactly what has been changed - what more information do you want?
I'd like to see some more information about this mod before I download it. The Deadly Strike ability is plainly a melee attack, with melee animation; could this really be considered a 'fix'? Is the animation changed?
11 comments
The CT author uses a custom event to switch the bow version for the melee version when you are using a bow with deadly strike. I'm wondering if with the way that is implemented (I haven't found where the custom event is called yet) for some reason the way the tactic triggers the ability gets around it.
The tactics code does do a condition check for melee only against the row in abi_base.gda, but the CT author removed that condition so the ability should pass that check in the tactics script with a ranged weapon equipped (which my testing supports). I didn't see anything else in the tactics code that would stop the ability from being executed properly, which is why I think it must be getting passed wrong to the ability handling code.
I'll keep digging around in the CT source code and see if I can track down where the problem is.
I separated talent fix and tweak into 2 archives.
Tweak was changed a little bit:
Damage is 1.2x times greater than normal,
Bonus to armor penetration is 10 plus amount of levels above 10. So level 15 character has 15AP bonus.
The only bug i found is that archer can't use Deadly strike setted by tactic screen(it will try to use melee version, and it wouldnt work)
sorry for my bad english
This fix applies only if you have the Combat Tweaks mod by kend.
This fix patches a known problem with the combat tweaks mod where the deadly strike ability does not work properly. The problem has nothing to do with animations, it is a problem with the script causing the ability to not do what it is supposed to do.
The combat tweaks author also made the deadly strike talent usable with ranged weapons as part of his mod. I'm not sure what he did about the melee animation (you can probably tell from the script but I haven't looked), but as long as the effects of the ability function as intended I really don't care.
EDIT: It appears he removed the animation - the bow version has 0 in that column of the gda file, while the melee version has a number (700 and something if i remember right).
I have not tried out this mod yet but I did look over the code and it looked solid.
Another option is to get the power strike mod which adds a substitute skill for deadly strike that works correctly (for melee at least). You can find it on the bioware social network.
The author has also kindly included his source scripts so you can see exactly what has been changed - what more information do you want?