Cause they also changed cipher's defensive mind web to break on hit or critical hit but in your mod deactivates it when it gets critical hit only
EDIT: Community patch also gives deep pockets to all classes, same with your mod. The reason I want this mod is for its gunner and its extra cipher talents. The community patch doesnt add these.
Testing this mod right now - being able to pick Gunner and Marksman is amazing.
Maybe its user error, but I can't make the mod work for Rogues or Paladins thought (no Gunner/Marksman, no Rapid Exchange/Big Compartment).
There's also a very minimal UI problem on Wizards and Chanters: with the addition of two passive of PL2 (and PL4 for the Wizard), the line of passives available on screen go slighty out of the Ability Tree Window : https://imgur.com/a/NDvojDn But like I said, its only a cosmetic problem.
Fixing the first bit and uploading soon, thank you. As for the second part, yeah that's a thing that's there sadly. Unless I shuffle around the Power Levels to make room and I like the abilities being where they are.
Your mod makes wizard Arcane Dampener and Wall of Draining priest spells. I guess wizard versions are overwritten by priest of Berath variants. Or something.
Ok, so I checked some things. Your priest ability variants share the same ID as the wizard ones, overwriting them, and IDs referenced in priest progression tables are different then them. I changed IDs in ability file to ones in progression table file and it seems to fix it for the wizard. No idea does it work for Priest of Berath or if other skill variants share the same problem. You may want to check it.
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Cause they also changed cipher's defensive mind web to break on hit or critical hit but in your mod deactivates it when it gets critical hit only
EDIT: Community patch also gives deep pockets to all classes, same with your mod. The reason I want this mod is for its gunner and its extra cipher talents. The community patch doesnt add these.
Maybe its user error, but I can't make the mod work for Rogues or Paladins thought (no Gunner/Marksman, no Rapid Exchange/Big Compartment).
There's also a very minimal UI problem on Wizards and Chanters: with the addition of two passive of PL2 (and PL4 for the Wizard), the line of passives available on screen go slighty out of the Ability Tree Window : https://imgur.com/a/NDvojDn
But like I said, its only a cosmetic problem.
Playing on 4.1.1
As for the second part, yeah that's a thing that's there sadly. Unless I shuffle around the Power Levels to make room and I like the abilities being where they are.
Otherwise, really nice small mod, love it.