Godric261 said this - The mod worked without a problem for a few minutes, but when I tried changing perk effects, and reloading a save it throws an exception. Very sad because I really liked the features, I hope you will update this.
I got a crash when I went and did a siege - playing on 1.1.5
The mod worked without a problem for a few minutes, but when I tried changing perk effects, and reloading a save it throws an exception. Very sad because I really liked the features, I hope you will update this.
is there any chance you can make javelin speed(throwing distance) scale more with throwing skill so people can throw further?
javelin speed (throwing distance)= throwing skill x 1.0-10.0
i had a working mod like this that i tweaked from RBM, but since last update it doesn't work and i am not skilled enough at modding to get it to work again.
Does this work for v1.0.2? This mod seems awesome. ------------------------------------------------------------------------------------- Edit on 03 December 2022: Tested for about 10 hours, and it works perfectly. No crashes no bugs. For anyone hesitate to try, now you get the answer.
Not sure, haven't tried it with the beta yet. It doesn't look like they changed anything perk related in 1.0.2, so it should be ok. Let me know if it isn't
Love these configs, man. Seriously good job. Is there a way to config the amount of point distributed to a crafted weapon though? I've looked, and asked everywhere with no luck.
I was looking through decompiled game code. It looks like a legendary gets 10 modifier points, a masterwork 5 points and a fine weapon 2 points. For each modifier point, it randomly gives the weapon a bonus. 20% chance each of +1 swing speed, +1 swing damage, +1 thrust speed, +1 thrust damage, or +1 handling (and a 10% chance to negate the bonus instead?)
I think this mod already lets you change the probability of getting a fine, legendary, or masterwork weapon (by changing the modifiers for Experienced Smith, Master Smith, or Legendary Smith). You can also change the swing or thrust damage bonus from either Sharpened Edge or Sharpened Tip.
I could maybe add something to allow you to adjust the probabilities of each bonus and allow changing the number of modifier points you get for fine, legendary and masterwork weapons?
Yep. So far the config for the crafting section works as intended, and is fantastic. I am indeed speaking of the amount of point distributed to the weapons when crafted. Fine/Masterwork/Legendary. I have it set to make legendary items 100% of the time. Works great! I have tweaked the amount of damage it can do via cut/pierce. Works great!
Being able to tweak the amount of points distributed when you make the weapon whether it comes out as fine/masterwork/legendary. Instead of 2/5/10, is it possible to have a slider up to... I duno, 50 just for an example. fine= slider to 10/ Masterwork= slider to 25 /legendary= slider up to 50. That way it would distribute up to 50 points to the stats? I'm of course mostly speaking of swing speed, thrust speed, and handling.
120 comments
I got a crash when I went and did a siege - playing on 1.1.5
is there any chance you can make javelin speed(throwing distance) scale more with throwing skill so people can throw further?
javelin speed (throwing distance)= throwing skill x 1.0-10.0
i had a working mod like this that i tweaked from RBM, but since last
update it doesn't work and i am not skilled enough at modding to get it
to work again.
[HarmonyPatch(typeof(Agent))]
[HarmonyPatch("WeaponEquipped")]
case (int)WeaponClass.Javelin:
{
weaponStatsData[i].MissileSpeed = 15 * Utilities.assignThrowableMissileSpeed(__instance.Equipment[equipmentSlot],10, effectiveSkill);
break;
}
-------------------------------------------------------------------------------------
Edit on 03 December 2022: Tested for about 10 hours, and it works perfectly. No crashes no bugs. For anyone hesitate to try, now you get the answer.
I was looking through decompiled game code. It looks like a legendary gets 10 modifier points, a masterwork 5 points and a fine weapon 2 points. For each modifier point, it randomly gives the weapon a bonus. 20% chance each of +1 swing speed, +1 swing damage, +1 thrust speed, +1 thrust damage, or +1 handling (and a 10% chance to negate the bonus instead?)
I think this mod already lets you change the probability of getting a fine, legendary, or masterwork weapon (by changing the modifiers for Experienced Smith, Master Smith, or Legendary Smith). You can also change the swing or thrust damage bonus from either Sharpened Edge or Sharpened Tip.
I could maybe add something to allow you to adjust the probabilities of each bonus and allow changing the number of modifier points you get for fine, legendary and masterwork weapons?
I have it set to make legendary items 100% of the time. Works great! I have tweaked the amount of damage it can do via cut/pierce. Works great!
Being able to tweak the amount of points distributed when you make the weapon whether it comes out as fine/masterwork/legendary. Instead of 2/5/10, is it possible to have a slider up to... I duno, 50 just for an example. fine= slider to 10/ Masterwork= slider to 25 /legendary= slider up to 50. That way it would distribute up to 50 points to the stats? I'm of course mostly speaking of swing speed, thrust speed, and handling.
Are extra throwing stones useful? For a throwing weapon from another mod?
anyway to make it link with level? ie:
260 throwing skill penetrates 2 people
270 throwing skill penetrates 3 people
280 skill 3 people ect..
i tried to do this with github files but i am not skilled enough and donty know how to use MCM or harmony to do this
maybe since 1.0.2 it wasn't working? was definitely working in game version 1.0.1 (for player at least) (:
is there likely to be an update now the full release has been issued?
i'm sure there are many who would welcome it
I'm sure some things are still broken, let me know