Awesome mod. will endorse. question, is there a way in yapped or a similar application to edit bloodhound's step to not use FP? I know it only uses a miniscule amount anyway but was just curious.
Hey so, the Param is actually called SwordArtsParam instead of Skillartsparam, in Yapped Rune that is. Just wanted to post this for people who couldnt find that param. Thanks for the mod tho !
late response from me but thnx for the advice. A couple things I was looking to do to make mage builds a little more fun without changing too much of the game; fp regen, changing the appearance of some of the armor sets and maybe placing some fp/hp regen on some gear/talismans/staves. maybe putting bloodhound step on some other staves in the game. Though im sure some of this has already been done by other modders on the nexus, im glad to know alot of it can be done by the typical user as well.
Hey so noob question here, i unpacked the game exe with uxm and then patched the exe also. I also replaced the regulation.bin file with your file, but for some reason, the bloodhounds step is not applied on the lusats staff yet . Any idea as to why ?
Have you figured out how to get this going on the left hand yet? Been driving myself crazy trying to figure out what to edit to make bloodhound step work like Parry does, where it overwrites the other skill.
Maybe someone will be able to tell. I figured out how to change the WEAPON ART ID. But. I ran into a problem. all abilities pass through all NPCs and do not cause damage. Maybe someone knows how to fix it? Thanks!
This guide only apllies to bloodhound's step. Most weapon arts that have like and aoe dmg effects or unique projectiles you will also have to edit Behavior Variation ID, Moveset Override Category and various other params depend on the weapon art and/or the original weapon it was used for.
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sorry, newbie