Thank you for the feedback. I'll look into any problem encountered when i've the time. Also i have some plans for future mods that can tweak the gameplay in similar ways than this one and i take note of your suggestions. I do it mainly in my free time as if it was some riddles to solve so the pace of new release and updates will be inconsistent.
Thanks for your understanding, i'll edit this post in the future if there is any notable update. Hope you'll enjoy the game with my work and Have Fun !
UPDATE 1 : Version 1.1 is up and should rectify animation problems. UPDATE 2 : Version 1.2 is just a tiny RE Framework UI fix. UPDATE 3 : Version 1.3 fix and issue with normal boon classic that somewhat wasn't found yet.
I love the idea of this. Can the mod be adjusted to give other attacks a boon? Specifically to make Cloudward slash give lightning enchant? My wet dream would be to also cast a single levin on enchant but that is asking too much.
This is a really cool idea, so thanks for the mod! I have a question though, does anyone know how much elemental damage the boons/affinity add? I've been googling, but can't seem to find out how much damage they add to weapons. Also, I read that you can't overwrite a weapons permanent enchantment, like you can't fire boon an ice weapon, etc., but can you further enhance an enchantment? As in, add more fire damage to a fire weapon? I apologize if this isn't the place to ask, but since it's a mod centered around boons, I figured I'd ask. Anyway, thanks again for the mod!
LOVE the idea but was wondering if there's any to work around the animation change after the enchant applies?
Idk if its the "loop" people are talking about but I'm speaking about the weapon spinning around right after the enchant takes affect. Usually the sword remains on the lower right when walking/sprinting but after enchant it spins and awkwardly and clips into your body. The other enchant mods have the same issue so im wondering if since the enchant is considered a "boon", it acts like you pulled out a staff and kept the idle animation from it. The only way i see to fix it is to sheath/unsheathe the weapon and or swap it for wayfarers but having to do that every time throws you off.
Anyways the is actually a VERY cool way to cover on class shortcomings. Pretty sure other classes would benefit nicely! ggs
I'm actually working on something that should fix the problems, i need some testing and will put it in the near future, keep an eye on the sticky note. ^^
Hey there, any chance that you could make another Mod where Warrior's Roar adds the effect of High Celerity? If that is even possible that is, love where the new skill mods are going. Liking the mod!
Hello, your mod gave me the idea to try to customize your .lua to apply the seism spell to certain warrior attacks, because that can be incredibly badass. Do you think this is possible from your .lua?
Your idea is totally doable, but my code is quite specific to its use case but at the same time, if it helps you understand how to do the things you want, feel free to break it apart. I mainly do it as a way to enjoy the game in different ways and i have already some plans for future mods if it may peak your intereste. :)
Honestly Warfarer getting to use something like this specifically makes the Warfarer more unique than say just Fighter, since they can also access mage skills. I'd love a "Warfarer Only" toggle for something like this, AND to add more features to this, say each melee class gets a skill that gives them the ability to activate a boon. That would be great. Makes Warfarer a more standout class this way.
The only problem with those types of mods is the durability of the Boon. No one has figured out how to adjust via REFramework how long the Boon will last. Most of the time, the Boon ends in the middle of the fight and this is annoying as hell...
The best option is still having a mage casting the fuckin Boon every time...
I mean, because this is just boon on demand and on a fast skill at that, duration is not a problem tbqh. If it ends in the middle of a fight, big deal, just do another full moon slash.
31 comments
I'll look into any problem encountered when i've the time.
Also i have some plans for future mods that can tweak the gameplay in similar ways than this one and i take note of your suggestions.
I do it mainly in my free time as if it was some riddles to solve so the pace of new release and updates will be inconsistent.
Thanks for your understanding, i'll edit this post in the future if there is any notable update.
Hope you'll enjoy the game with my work and Have Fun !
UPDATE 1 : Version 1.1 is up and should rectify animation problems.
UPDATE 2 : Version 1.2 is just a tiny RE Framework UI fix.
UPDATE 3 : Version 1.3 fix and issue with normal boon classic that somewhat wasn't found yet.
I have a question though, does anyone know how much elemental damage the boons/affinity add?
I've been googling, but can't seem to find out how much damage they add to weapons.
Also, I read that you can't overwrite a weapons permanent enchantment, like you can't fire boon an ice weapon, etc., but can you further enhance an enchantment?
As in, add more fire damage to a fire weapon?
I apologize if this isn't the place to ask, but since it's a mod centered around boons, I figured I'd ask.
Anyway, thanks again for the mod!
Idk if its the "loop" people are talking about but I'm speaking about the weapon spinning around right after the enchant takes affect. Usually the sword remains on the lower right when walking/sprinting but after enchant it spins and awkwardly and clips into your body. The other enchant mods have the same issue so im wondering if since the enchant is considered a "boon", it acts like you pulled out a staff and kept the idle animation from it. The only way i see to fix it is to sheath/unsheathe the weapon and or swap it for wayfarers but having to do that every time throws you off.
Anyways the is actually a VERY cool way to cover on class shortcomings. Pretty sure other classes would benefit nicely! ggs
I'm actually working on something that should fix the problems, i need some testing and will put it in the near future, keep an eye on the sticky note. ^^
The best option is still having a mage casting the fuckin Boon every time...
My point is that would be nice to set a time frame in REFramework to set how long do you wish the Boon to be active for any vocation in any weapon.
Hugs and kisses.