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  1. Nickesponja
    Nickesponja
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    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 have a kofi if you'd like to support my work: https://ko-fi.com/nickesponja
  2. duedu
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    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. 
  3. kistna
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    Hello, there is a mod conflict where the 'Ingle' spell instead casts as 'Flagration' when levitating using the 'Truly Wizzard' mod.
    1. Nickesponja
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      Thanks for letting me know. I'll try fixing that sometime
  4. VerdictofOdin
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    Amazing mod, thank you - is there any way I can elongate the time before downpour volley fires?  Modify part of the file myself?
    1. Nickesponja
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      Yes, just change arrowDelay in the script, literally on the third line
  5. Rangga7777777
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    Warfarer is broken with this mod, every time i tried to switch weapon it just keep switching by itself.
    1. Nickesponja
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      A bit more info would be great 
  6. Personan
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    I'm using the Warrior class but I'm not able to use concussive leap? Was this changed or is it  a mistake in the mod description?
    1. Nickesponja
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      It was taken out a while ago, and I forgot to update the description 
  7. Visoth
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    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? 
    1. Nickesponja
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      Concussive leap is part of the Instant Reset option
    2. Visoth
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      I see now. Sorry, I missed that when going over all the skills. Thanks for letting me know.
  8. dingo9storm
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    The game itself occasionally crashes when Rearmament is used in succession; REFramework uses the latest version. The cause is unknown. Is there a workaround?
    1. Nickesponja
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      The next time you crash, send me your re2_framework_log.txt (it's in your game folder)
    2. dingo9storm
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      https://limewire.com/d/fM8xt#bYXfKlbx9S
    3. Nickesponja
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      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!
    4. dingo9storm
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      Unofficial patch already installed. I just installed the fixed version. If it crashes again, we will send you a log.
    5. dingo9storm
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      I installed the modified version, restarted the game and tried again, but it crashed with the same symptoms. The log is attached.

      https://limewire.com/d/YTVrs#s8GMu1v1RP
    6. Nickesponja
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      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.
    7. dingo9storm
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      https://limewire.com/d/f84Fp#ufOVfUSQ0G

      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.
    8. Nickesponja
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      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.

      https://drive.google.com/file/d/1FhU5bpygfxh8rXCJY_h9Tr00B0COEX-j/view?usp=sharing
    9. dingo9storm
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      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.
    10. Nickesponja
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      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.
    11. dingo9storm
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      Seamless Warfarer has been installed and is working well so far. Thank you 
    12. dingo9storm
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      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.
    13. Nickesponja
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      Can you recreate the issue without Seamless Warfarer installed?
    14. dingo9storm
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      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.
  9. sumwhitekid
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    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
    1. Nickesponja
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      That feature was taken out of the mod a while ago. You can find it here.
    2. sumwhitekid
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      That was so incredibly kind of you, thanks : )
  10. StalkingPanda96
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    Loving this mod! If i could for Mystic Spearhands Bolts, keeping the speed increase but removing the damage would be perfect add on
    1. Nickesponja
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      You can reduce its action rate to 0 in the ForbedingBolt.lua script
  11. bilbo97
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    Was the double jump meant to be removed from all classes in the 4.20 release!?
    1. Nickesponja
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      It was removed in 4.17
    2. bilbo97
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      Thanks for the heads up! But why was it remove!? Found it added alot of variation to combat especially for the warrior class ;D
    3. Nickesponja
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      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.