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Armakoir

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Armakoir

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22 comments

  1. Armakoir
    Armakoir
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    This mod is being incorporated into a larger mod called The Class Project, which can currently be found on Steam ( https://steamcommunity.com/sharedfiles/filedetails/?id=1523301897 ). I will also be uploading The Class Project to Nexus this weekend.

    For the Ranger, I have included the new OBS abilities and made further tweaks to the Ranger progression tree. However, because of the nature of the wider changes that I'm making to classes, I do not have plans to upgrade this Ranger mod specifically.
  2. Link06
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    I love this mod but it breaks the arcane archer subclass not allowing it to receive imbues. I've tried everything to my knowledge and capacity and haven't been able to get it working. Anyone have any recommendations or ideas?

    Thank you for this mod! 
  3. Effecter101
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    pretty funny that right as they fixed the issue of subclasses mods not being recognized, they break them again in a new way with the new 3.0 beta
    1. Armakoir
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      Actually, it was good timing. I'm working on a larger class mod that incorporates many of the incompatible class progression table mods into a single mod. I've rebuilt the Barbarian and Fighter trees, taken a different approach to passives, and other changes. For the Ranger, I've added the new abilities, done some fixes, and some more tweaks. I think I'll be able to release the new mod with 3.0
    2. Effecter101
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      i'll be waiting for the nexus release then! hopefully the unity console author also finds the time to fix their scripts, id love to start a new run this weekend with your modded classes but i'd need the console mod FeelsBadMan
  4. ayreslandal
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    Hello, great mod!
    For the Dusk Stalker, is there a way to give the shadow all the abilities (in case of multiclass), instead of just the ranger learned ones?

    Thx
    1. Armakoir
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      Yes, this is possible, and I also feel like the subclass needs this. It's a fair bit of work so I won't create complete crossover, but it is on my list. The limitation is this: regardless of the class ability, an animal companion is hard coded to use Bond.
  5. DiomedesNZ
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    Thanks for this.

    I have an idea for a subclass. If the idea appeals, I think you're in a much better position than I am to implement it.

    Flesh-Bonded
    Description:
    Most rangers, upon the death of their animal companion, spend the rest of their lives wracked with grief. Some rangers however undergo an obscure rite of communion, wherein they consume the flesh and absorb the soul of their departed companion. In doing so, they gain the ability to manifest their companion's bestial nature through a transformative ability reminiscent of that possessed by druids.

    Pros: Gain druidic spirit-shift ability and access to wildstrike talents

    Cons: Loses animal companion and access to related abilities.

    I don't know how easy it would be to implement such a subclass, but I thought I'd throw it out there.
    1. Armakoir
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      That's a solid idea, I really like it. I'll make something happen like that but my instinct is telling me that it might work better as a "prestige class" instead of a subclass, which is something myself and a few other modders are looking to add to the classes. Prestige classes would basically be a small set of abilities that require certain conditions to unlock.
    2. DiomedesNZ
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      That's great! Prestige classes sound fantastic.
  6. whisperknives1
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    I will admit I know nothing about modding or how the files are set up, but I have a question?

    Is it possible to get a mod that does nothing but give the option of having no pet?

    Or maybe getting the choice of no pet, but it gives you a bonus to make up for it, like 10% action speed, 5 accuracy, and 2 Pen?
    1. Armakoir
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      That is possible and easy. I'll whip up two versions with varying compatibility after work.
    2. Armakoir
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      https://www.nexusmods.com/pillarsofeternity2/mods/214/
  7. Effecter101
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    now i have 1 final doubt: is there ANY way to make the bird companion look like the gunhawk(gold/brown hawk) without losing the ability to keep its custom name?

    having a ishiza twin is weird
    1. Armakoir
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      I think Kilay knows about this, I will ask him. Theoretically it's possible but animal companions have some limitations because of the way they are "summoned".
    2. Effecter101
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      apparently the only fix at the moment is editing the "hawk" string to whatever u want it to be, sad

      on worse news: seems like todays beta patch broke this mod :^(
    3. Armakoir
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      Thanks for the heads up. This week is busy for me but I know where to look for the breakage. Also, haven't forgotten about your other comments, nor the No Companion request down below. Best!
    4. Effecter101
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      EDIT: saw ur post in the obsidian forums, guess we'll have to wait for new changes/updates so subclass mods work properly
  8. Armakoir
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    Unfortunately, 2.1b has partially broken this mod and all similar mods that add new subclasses to the game. The breakage is only associated with new subclass entries not being recognized and loaded. Other changes within this mod and similar mods will still functional. If you are using a NEW subclass for a character, I would suggest holding off on 2.1 beta until (hopefully) this issue gets resolved by OBS in 2.1 live.

    Update: According to OBS, the bug causing this issue has been found and fixed for the 2.1 release.

    Update: FIXED! This mod is now compatible with 2.1 beta.
  9. Effecter101
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    whirling strikes shows up as a weird X for me, no description(just mimics the description of the last thing i right cliked)

    https://i.gyazo.com/dadfb013336ed18b5523cf134fcc3afe.png

    edit: also: why did u pick the NPC version of rusted armor instead of the druid one?

    edit 2: making the companion abilities displayed while controlling the ranger is really annoying due how big the ability bar becomes

    edit 3: i cant actually use the guardian druid spells due to them requiring the druid resource, u'd have to have made a copy of the abilities and making them either cost bond or be 1 per encounter abilities
    1. Armakoir
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      1) This is a GUID issue with whirling strikes. I do not remember tweaking this entry but I will double check. Chances are this is a conflict with another mod.

      2) I will update the Rusted Armor ability.

      3) I found this convenient, actually, because I no longer had to click the pet first to use their ability. But, I'll look into changing it.; Should be possible.

      4) Druid resource, totaloversight on my part. I'll fix that this evening.
    2. Effecter101
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      i'll look into my mods and see if something is conflicting with whirling strikes

      neat

      neat

      neat
    3. Effecter101
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      well i had a copy of another mod out of its folder conflicting, that seems to have fixed the whirling strike issue

      i see you addressed the missing descriptions and guardian powers, now i'd really be glad if u could make an optional version that didnt show the companion powers in the ability bar or informed me how to remove them

      edit: nvm figured it out on my own