Hi, I just want to ask, is Xoti's Lantern 'Light of the Dawnstar' only affect hostile spells just like in Patch 1.1? Because this mod undo a lot of changes to items from patch 1.1 so i was afraid that the 'Light of the Dawnstar' fix (in patch 1.1) is now also being undo in this mod and that effect is bugged again by affecting both hostile and non hostile spell? In patch 1.1 changelog, it states that "Light of the Dawnstar' now only affect hostile spell, so what i want to ask is this: in this mod, does 'Light of the Dawnstar' also only affect hostile spell just like in patch 1.1? I like that this mod undo the base spell resistance chance of "Light of the Dawnstar" from 5% back into 10% (thus unnerfing the change in patch 1.1), but i also hope that this mod does not also undo the change to it's "now only affects hostile spell" fix in patch 1.1, because it'll be disappointing if 'Light of the Dawnstar' effect is now bugged again by affecting both hostile and non hostile spell in this Deadfire Unnerfed mod.
All I did was change the values for the bonuses, so it shouldn't have changed the way it behaves. If you find that it did, then it'll need changing in the mod but I doubt it.
Thank you for the reply. I just wanted to make sure the effect of Xoti's Lantern is not bugged. I've also tested it out by casting numerous non-hostile and hostile spells on my party members and I can confirmed that the shield's behavior (only affecting hostile spells) is working as intended, so you are right about that and this mod works correctly. Anyway, thank you again for providing this mod as i dislike some of the nerf changes in patch 1.1 and this mod helps a lot by unnerfing those changes.
If I just want the item changes but not the ability changes do I remove everything except the itemmod.gamedatabundle and the manifest? I'm perfectly okay with the ability changes.
Do this mod reverse all changes for Swift Flurry or only the attack speed? I mean the extra attacks on crit part. It was changed to proc on melee attacks only and I wanted to try out the Blunderbusses build with it
This mod is just what I looking for. I was going through the forums looking for some builds only to find out that the majority of them are not viable anymore because of some nerfs. I don't know why Obsidian is so heavy handed with the nerfs since this is a single player game. Like you said in the description, it's just unnecessary.
Thank you so much for taking the time to make this!
Xoti's Lantern's Threshing Aura seems to be broken while using this mod, as it no longer scales with Religion and gives a flat +1% damage bonus instead.
Is it possible to just remove the ability unnerf file, as I am using mods that might conflict with it, and keep the others? I'm trying that and I don't see any errors, at least, but I tried consoling in some new versions of the nerfed items and the stats were sadly still those of the nerfed version.
It should definitely be possible to do what you're suggesting. All three files are completely independent from one another. I reckon I might have made a mistake in uploading the files without removing the .json extension and without putting them into a folder. I'm reuploading the package; please try again and let me know. If it still doesn't work, we'll look into it in more detail.
So safe to assume there are a lot of incompatibility issues with most of the bug fix mods such as this one (https://www.nexusmods.com/pillarsofeternity2/mods/182), or any mod that makes adjustments like this one (https://www.nexusmods.com/pillarsofeternity2/mods/260)?
With how extensive the changes are maybe a more discretely modular approach would be better like how Deadfire Tweaks does it (https://www.nexusmods.com/pillarsofeternity2/mods/72). There are still a lot of changes lumped into the itemsmod bundle. I can see a couple in there that I'd rather remove in favor of another mod I'm using.
Not so safe :) I would actually expect this mod to be fully compatible with the first one you've linked (https://www.nexusmods.com/pillarsofeternity2/mods/182). The second one might be trickier, but assuming the author also followed best practices, it should be compatible with the exception of cases where both mods modify the same attribute of a given item. In that case they couldn't be compatible by definition, and whichever mod is loaded last is the one that gets used (if I understand load order correctly.)
Making the mod more modular is not a guarantee to meet your needs, unless I broke the items file down to one file per item—which would obviously be impractical. Any other solution would rely on my arbitrary judgment as to what items should be grouped together. Even going by item slot doesn't mean it would be a good fit for everybody: Would you give up on 100% of my armor changes just because another mod you want to use also changes one of those armors?
If the mods have some degree of incompatibility, I would first try to load them in your preferred order and check the relevant items to see if they behave the way you want them to. If not, I could write a brief guide here on how to remove an item from the item file (it's actually very easy.)
25 comments
All I did was change the values for the bonuses, so it shouldn't have changed the way it behaves. If you find that it did, then it'll need changing in the mod but I doubt it.
So while all the other Frenzy spells (Freeze / Shock / Corrode) are at 40%, this one is at 25%.
You do have Greater Wildstrike Burn in there at 40% so I thought it was strange to go from 40% to 25%.
I'll have a fixed version up this weekend.
- https://www.nexusmods.com/pillarsofeternity2/mods/4
- https://www.nexusmods.com/pillarsofeternity2/mods/239
- https://www.nexusmods.com/pillarsofeternity2/mods/156
- https://www.nexusmods.com/pillarsofeternity2/mods/228
And none of them seems to affect the files of your Deadfire Unnerfed mod.
What am I doing wrong, and how do I get it to work ? Help please, nerfs suck :(
I'll look into it this weekend and revert.
Thank you for your feedback!
I don't know why Obsidian is so heavy handed with the nerfs since this is a single player game. Like you said in the description, it's just unnecessary.
Thank you so much for taking the time to make this!
EDIT: Fixed version is up.
With how extensive the changes are maybe a more discretely modular approach would be better like how Deadfire Tweaks does it (https://www.nexusmods.com/pillarsofeternity2/mods/72). There are still a lot of changes lumped into the itemsmod bundle. I can see a couple in there that I'd rather remove in favor of another mod I'm using.
Making the mod more modular is not a guarantee to meet your needs, unless I broke the items file down to one file per item—which would obviously be impractical. Any other solution would rely on my arbitrary judgment as to what items should be grouped together. Even going by item slot doesn't mean it would be a good fit for everybody: Would you give up on 100% of my armor changes just because another mod you want to use also changes one of those armors?
If the mods have some degree of incompatibility, I would first try to load them in your preferred order and check the relevant items to see if they behave the way you want them to. If not, I could write a brief guide here on how to remove an item from the item file (it's actually very easy.)