This mod doesn't change the damage, nor the number of projectiles, nor the speed of the projectiles. It just changes how far away you can target things from (moreso than usual at night).
I'm pretty sure this makes Martyr's Bolt even more OP than before regardless, but it is entirely your choice whether you use that skill or not.
Yes, however that mod may or may not be maintained. It also may or may not mess with your game. No one knows unless you try to install it as the mod author has turned off comments.
Comments for the mods are important, that is where you can read feedback about the mod, and if there may be other issues that you need to be aware of. Maybe the mod author is the greatest modder in the world, or maybe he/she just knows enough to be dangerous, a person can not get any feedback about it.
I would love to use that mod, but as a practice I do not download and install mods that are basically hidden. This is a practice that has served me well for years. YMMV.
I'm Increased Spells's Lockon Range's author. Comments were deactivated because of some serious negative comments (caused by not considering users' requests), even a riot between several users. Considering the downloads, the amount of endorsements given and the bug report section, I can assure you the mod does exactly what it says with no issue at all.
In any case, I was passing by to congrat the author's mod for its release, and to give them some kudos :)
Can confirm that Tellah9's mod works perfectly. Works better than mine does, but then that is because most staff spells spawn at the location of the enemy they're locked onto, so actual travel range isn't an issue. I'm not convinced my efforts with the Magick Bow work quite as well, but it is still an improvement over vanilla.
Thanks for chiming in Tellah9. That does go a long way for credibility.
Sadly the internet is loaded with Bozos that never learned how to act in public. They can hide behind a screen and think that gives them some right to bad behavior. I get not having to deal with them, but I also stand by that the comments section can be a valuable tool, even when you have to sort through 50 pounds of crap to get to the one good comment. It can be frustrating for someone that takes the time to contribute to the community then only see clowns post garbage, but you have to just let that roll off your back knowing that you are the builder that is creating something good for all, and they are the Bozos that probably only take.
This mod only changes one file. That file is the lockon parameter file for the Magick Bow. It pretty much only controls the range / lock-on parameters of Magick Bows.
I don't know Balanced Combat 2, but if it fiddles with Magick Bow range then it will conflict with this mod, and if it doesn't then it won't.
I'm guessing that they just know that there's a maximum range, not the exact value, otherwise they would have edited it too since who doesn't love infinitely homing projectiles.
Nah. End of the description. No variants. Besides, being able to start accumulating charged shots before an approaching enemy comes into range is useful in its own right.
If by "quick attack" you mean shooting without aiming, I'm pretty sure it does. But if you're not in aim mode it doesn't show the reticle. Also it doesn't charge, so it is almost worthless with the Magick Bow.
22 comments
I'm pretty sure this makes Martyr's Bolt even more OP than before regardless, but it is entirely your choice whether you use that skill or not.
You should make a mod to increase the spell cast range too. Good luck with this.
Comments for the mods are important, that is where you can read feedback about the mod, and if there may be other issues that you need to be aware of. Maybe the mod author is the greatest modder in the world, or maybe he/she just knows enough to be dangerous, a person can not get any feedback about it.
I would love to use that mod, but as a practice I do not download and install mods that are basically hidden. This is a practice that has served me well for years. YMMV.
In any case, I was passing by to congrat the author's mod for its release, and to give them some kudos :)
Works better than mine does, but then that is because most staff spells spawn at the location of the enemy they're locked onto, so actual travel range isn't an issue. I'm not convinced my efforts with the Magick Bow work quite as well, but it is still an improvement over vanilla.
Sadly the internet is loaded with Bozos that never learned how to act in public. They can hide behind a screen and think
that gives them some right to bad behavior. I get not having to deal with them, but I also stand by that
the comments section can be a valuable tool, even when you have to sort through
50 pounds of crap to get to the one good comment. It can be frustrating for
someone that takes the time to contribute to the community then only see clowns post
garbage, but you have to just let that roll off your back knowing that you are
the builder that is creating something good for all, and they are the Bozos
that probably only take.
Thanks for creating and posting that mod.
I don't know Balanced Combat 2, but if it fiddles with Magick Bow range then it will conflict with this mod, and if it doesn't then it won't.
Since this is it, can you just adjust the lock on to the maximum range that the projectile travel to?
Besides, being able to start accumulating charged shots before an approaching enemy comes into range is useful in its own right.
There isn't much there, so it shouldn't be tough to read.
there's long bow weapon mod, it just one though