Versions 4.10+ represent essentially what I would've wanted the vocations to look like when the game launched. Even still, I already have huge plans for version 5.0, but it's such a massive undertaking that it will take a while (ETA: July).
Remember that I'm always taking in balance suggestions, specially with regards to the new skills I've made, so let me know if you think some values need tweaking (for a lot of those new skills, you can also edit their values easily in their respective scripts, so feel free to play around with that as well).
Bug report guidelines.
Before reporting a bug, please do the following: 1) Make sure you're using the latest version of the game, the mod, and REFramework (found here, you only need the dinput8.dll file). 2) Make sure the bug still happens if REFramework, ScriptCore and Dullahan are the only mods you have installed (if it doesn't, please don't report it as a bug. Instead, find whichever mod is conflicting and post a comment letting me know of the incompatibility). 3) Make sure the bug doesn't happen if Dullahan is uninstalled (this obviously doesn't apply to features added by Dullahan). 4) Try deleting the Dullahan folder in your reframework/autorun folder and reinstalling the mod. 5) Try locking your FPS to 60 in the game's settings. If this fixes the bug, let me know in your report. 6) Ideally, record a video of your issue and send it to me. It can be very helpful for debugging.
I'm not sure if this is the right place, but since you really like to balance out the vocations/jobs/classes of this game, and make things more interesting/harder/challenging... I'd please like to request a separate mod which lets one ajust stronger spells and skills limits "per rest" (for example, a sorcerer can only use maelstrom or meteoron twice per each rest, and so on).
Thank you so very much for reading my humble request : )
PS: I really love your mod I can't imagine playing without it, some skills are so broken and overpowered in vanilla it's not even fun.
Would it be possible/would you consider adding the option to individually disable and enable the weapon skill becoming core skills, such as Thief's Concussive Step?
Edit: I haven't played all the vocations yet with this mod. So I am not certain if there are other "Weapon->Core skills" with no toggle options. It might just be Concussive Step.
I see that Fighters shield bash weapon skill is toggleable on/off, which is great.
Also Sorcerer's Galvanize replacement is optional as well. So perhaps Concussive Step was forgotten to be included with an on/off?
The game itself occasionally crashes when Rearmament is used in succession; REFramework uses the latest version. The cause is unknown. Is there a workaround?
Ummm I take it you have the unofficial patch installed? This log made me realize there were some issues with it. Just uploaded a new version that should fix it (1.6.1). Install it and try again, if you crash, send me your log. Remember to send me said log before opening the game again!
I see another error there that's caused by Emote Dogma (these errors don't show up in the script runner so I hadn't detected them). I just uploaded a fix (3.4.1). Same instructions as before, install the fix, see if the crash still happens, and send me the log if you crash.
Ok, so, I *think* I know what's causing the crash. Can you download the script in the link below and paste it in reframework/autorun/Dullahan/Warfarer ? Overwrite when asked. Then try to replicate the crash. I realize that this version of rearmament looks a little different, you can uncomment line 25 in the script if you want a version that's closer to vanilla, though still not quite since I had to basically recreate rearmament from scratch to avoid the function that causes the crash.
The game no longer crashes. However, in addition to removing the action when switching weapons, I have True Warfarer installed and switching weapons no longer changes my skills.
To be honest, if you're using True Warfarer, you probably don't need one more skill slot haha. In any case that's something the author of True Warfarer would have to patch, since calling the function that True Warfarer uses to detect rearmament is what causes the crashes. You may be able to patch it yourself by opening True Warfarer's script and, in line 339, changing "changeWeapon" to "changeToCurrentWeapon". Also Updated Seamless Warfarer should work.
It has been reported that using the Seamless Warfarer and using Re-Armed sometimes causes the Magic Archer weapon to be skipped. The magic bow is present in the equipment list, but if the order is set to Dagger ⇨ Magic Bow ⇨ Great Staff, for example, for some reason the magic bow is skipped and the Dagger ⇨ Great Staff is equipped in that order. The cause of this problem is unknown.
Instead, I reinstalled True Warfarer, changed the sentence in line 339 and started it up, and so far it is working fine.It may be more likely that the problem is on the Seamless Warfarer side.
Hey! Super fresh here. I was wondering if you'd know my issue here. I saw a showcase on blocking without a shield but strangely enough thats the ONLY thing that doesnt work in this mod. Is it currently disabled? Thanks in advance, wonderful work. <3
The main reason I added it was because I thought it was dumb that you couldn't access certain areas if you were playing certain vocations. My other mod, Additional Pawn Commands, mostly fixes this, so I had no more need for the double jump. It was also quite janky how it interacts with some jump attacks (particularly Fighter and Warrior), and it just... doesn't fit other vocations except for maybe Archer.
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Remember that I'm always taking in balance suggestions, specially with regards to the new skills I've made, so let me know if you think some values need tweaking (for a lot of those new skills, you can also edit their values easily in their respective scripts, so feel free to play around with that as well).
Bug report guidelines.
Before reporting a bug, please do the following:
1) Make sure you're using the latest version of the game, the mod, and REFramework (found here, you only need the dinput8.dll file).
2) Make sure the bug still happens if REFramework, ScriptCore and Dullahan are the only mods you have installed (if it doesn't, please don't report it as a bug. Instead, find whichever mod is conflicting and post a comment letting me know of the incompatibility).
3) Make sure the bug doesn't happen if Dullahan is uninstalled (this obviously doesn't apply to features added by Dullahan).
4) Try deleting the Dullahan folder in your reframework/autorun folder and reinstalling the mod.
5) Try locking your FPS to 60 in the game's settings. If this fixes the bug, let me know in your report.
6) Ideally, record a video of your issue and send it to me. It can be very helpful for debugging.
I have a kofi if you'd like to support my work: https://ko-fi.com/nickesponja
can only use maelstrom or meteoron twice per each rest, and so on).
Thank you so very much for reading my humble request : )
PS: I really love your mod I can't imagine playing without it, some skills are so broken and overpowered in vanilla it's not even fun.
Edit: I haven't played all the vocations yet with this mod. So I am not certain if there are other "Weapon->Core skills" with no toggle options. It might just be Concussive Step.
I see that Fighters shield bash weapon skill is toggleable on/off, which is great.
Also Sorcerer's Galvanize replacement is optional as well. So perhaps Concussive Step was forgotten to be included with an on/off?
https://limewire.com/d/YTVrs#s8GMu1v1RP
I installed a modified version of Emote Dogma and tried again, but it crashed with the same symptoms. I will send you the log again.
https://drive.google.com/file/d/1FhU5bpygfxh8rXCJY_h9Tr00B0COEX-j/view?usp=sharing
However, in addition to removing the action when switching weapons, I have True Warfarer installed and switching weapons no longer changes my skills.