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Note >
- Do not change any values inside the files, breaks Xenolord´s animations
- Vision for the mod is very high, will take very along time, but is already in a funn state,
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How it works >
- Reworked Vectors
from
"InterpMode": "RCIM_Cubic",
"TangentMode": "RCTM_User",
to
"InterpMode": "RCIM_Linear",
"TangentMode": "RCTM_Auto",
Values changed to match degree for starting positions
- Changed Collition // Not working yet
" CapsuleHalfHeight ": 4200.0 // Not working yet
" CapsuleRadius ": 60.0 // Not working yet
"RelativeLocation" // Not working yet
"X": 4200.0,
"Y": 0.0,
"Z": 0.0
- Damage Balancing // not balanced yet ( this will ensure the skill does damage in its current state )
"WazaPowerRate": 0.5
"MaxHitNum": 20
"HitInterval": 0.25
- Changed Laser Positioning
" LocationOffsets "
{
"X": 200.0
"Y": 200.0
"Z": -50.0
},
{
"X": 200.0
"Y": -200.0
"Z": -50.0
},
{
"X": 200.0
"Y": 200.0
"Z": 200.0
},
{
"X": 200.0
"Y": -200.0
"Z": 200.0
}
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Future Update >
- Futher Rework to achive "Pulsar"
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Compability >
- " CurveVector_DarkMechaDragon_FunnelLaser_0.uasset "&" CurveVector_DarkMechaDragon_FunnelLaser_1.uasset "
- " CurveVector_DarkMechaDragon_FunnelLaser_2.uasset "&" CurveVector_DarkMechaDragon_FunnelLaser_3.uasset "
- " BP_SkillEffect_Unique_DarkMechaDragon_FunnelLaser_Laser "
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Installation for PAK file >
- Go to Palworld\Pal\Content\Paks
- Extract the mod and put the .pak file into the above folder
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Installation for Palschema folder >
- Go to Palworld\Pal\Binaries\Win64\ue4ss\Mods\PalSchema\mods
- Extract the mod and put the ( Mod folder ) file into the above folder
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MY other Mods:
- Check all of them here () All MY Mods
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