Dragon's Dogma 2
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SotiCoto

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SotiCoto

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22 comments

  1. SotiCoto
    SotiCoto
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    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. 
  2. Kodiak412
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    This is great! Thanks for creating and posting this mod.

    You should make a mod to increase the spell cast range too. Good luck with this.
    1. jackfrost161
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      There's already a mod called Increased Spells' Lockon Range for that.
    2. Kodiak412
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      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.
    3. Tellah9
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      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 :)
    4. SotiCoto
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      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. 
    5. SNAAAAAKEE
      SNAAAAAKEE
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      As long as the bug report
      It also may or may not mess with your game.
      Please do not create rumors. As long as the bug report section is open, there is an avenue for feedback.
    6. Kodiak412
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      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.

      Thanks for creating and posting that mod.
  3. eriladin
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    Hello ! does this work with Balanced Combat 2 ? or does Balanced Combat 2 work with this ?
    1. SotiCoto
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      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. 
  4. UchihaLucci
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    but it isn't perfect, since the projectiles can only travel a certain distance from the player before despawning

    Since this is it, can you just adjust the lock on to the maximum range that the projectile travel to?
    1. jackfrost161
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      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.
    2. UchihaLucci
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      That's sad, in DD1 you can aim with Magic Archer from almost 1km away :(
    3. SotiCoto
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      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. 
  5. Nerx9001
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    This is exactly what I was looking for. Would you be be able to add a 50% version since the projectiles only travel so far anyway.
    1. SotiCoto
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      Please read the bottom of the description. 
      There isn't much there, so it shouldn't be tough to read. 
  6. Furryboots
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    Hi is here any way to make quick attack lock on?
    1. SotiCoto
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      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.
  7. Bartinga
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    Thanks. Will definitely come in handy. Now if only someone would make the magick bows as big as the longbows in DDDA, would be awesome.
    1. naravelt
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      https://www.nexusmods.com/dragonsdogma2/mods/373

      there's long bow weapon mod, it just one though
    2. Bartinga
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      Thanks. That's one.
  8. Zowbaid
    Zowbaid
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    Dude, thank you for this! I was waiting for someone to make this!