Monster Hunter Rise
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About this mod

Rise, much like MHGen/U, did not bring back hidden elements for weapons. I did my best to bring them back.
This is the Alpha branch of this mod. Sooner or later, all past versions of this will be removed to make space for an actual complete product.

Requirements
Permissions and credits
Donations
Commission status and information (Google Docs)

This mod is discontinued. It may be revived as a separate mod in the future.

DO NOT USE THIS MOD IN MULTIPLAYER.
For once, I'm not saying this to discourage cheating: This mod is COMPLETELY incompatible with multiplayer, and will have seriously weird side effects.


Installation:
Like any other REFramework mod, you plop it into MHRise's install directory.

frequent installation complications:
Q:
 I don't see any new elements?
A: For now, you can't see the elements unless you have at least one level of Free Element.
Q: Then how do I know if it's installed?
A: Check one of the armors that have Ammo Up (such as Wroggi's armor) or check skill details on the Ammo Up Jewel. If the skill name is "Free Elem/Ammo Up", you're in!

This mod:
  • Expands on the Ammo Up skill, turning it into Free Elem/Ammo Up, similar to World.
  • Wearing any level of Free Element will bring forth your weapons' innate element, but the higher the level, the better the element
  • Shoddily balanced weapons? It's just like the Old Gen! Rebalanced! Now it's actually worth spending 3 lvl3 slots for the skill (Looking at you, 7 paralysis narga dual blades)

Bugs and issues present (this is advertised as an alpha):
  • Everything's in English (sorry lads, but localization is low priority)
  • A lot of text is unchanged (see Translations)
  • Multiplayer's not something I'd recommend (but that might be fixed soon enough)
  • There's no way of checking hidden elements without the skill
  • Balancing was based mostly on old gen games, where most weapons didn't justify using the skill at all.

Translations
This is a list of every bit of text that has yet to be changed:
  • Capacity Jewel and its description - Just haven't gotten to this yet
  • When sorting by skills in the equipment screens, Free Elem/Ammo Up will still be named just Ammo Up. This is due to my inadequacy
  • Probably a lot of other stuff I haven't stumbled into yet

A bit of info you might appreciate:
What is a hidden element?
In some older gens (3rd, 4th and World), a large part of weapons that were elementless, such as the standard ore tree dual blades, would sometimes have hidden elements (or statuses) that could be brought forth with the skill Awakening (Free Elem/Ammo Up in World). Some of them were underwhelmingly low, some were overwhelmingly high.

And this mod?
Aims to bring back the skill (named Free Element in this mod) and to give most weapons hidden elements.

And how have you balanced this?
Long story short, I haven't. Most returning weapons have had their hidden elements taken from the older generation games, if they had one that is. Otherwise, some new weapons (such as kamura brand) have been granted some generic random numbers I had fun typing in. Funny enough, it is the returning weapons that are the hardest to balance, because new entries often change around values and set new standards (World's hidden elements are stupidly high as opposed to 3U's underwhelming ones). I have fixed this mistake of mine; While weapons still have hidden elements based on other games, their values are now based directly off of their attack values, making them all the more worth using.

And what's the catch?
You're free to use this all you want; Just know that it's not the finished product, and that it will only reach a finished product through feedback. I don't main every weapon in terms of element, nor do I have the time to figure out whether every weapon is balanced or not. If you find something stupidly broken (either too good or too bad), please jump on into the discussion section of the mod page and report it.

I'm observant enough to notice that you're trying to change names of things using REFramework rather than just directly changing the files; Why?
Nice observation (or, thanks for reading through the entire description)! Whilst it would save me a lot of time (and pain) to simply change the files themselves, I'd rather save you, the mod user, a lot of time and pain instead. I wish for my entire mod to be simple drag-and-drop, and whilst Fluffy's mod manager is great and easy to use, it's more steps than I'd prefer for the end product to be. Since you're experienced enough to realize that I'm doing things the hard way, I'd much appreciate it if you, dear reader, would go through the trouble of localizing things in my stead. Credits are obviously due.