As far as I can tell, the Psychic Null talent (and I'm assuming other talents) do not currently work. My Pariah can and is being damaged and targeted by both enemy and allied (Idira) psyker abilities. Can you confirm this is not working at the moment?
Just for clarification I was able to be targeted and damaged by both Forewarning (which I see you said you patched in a previous ver, and her base staff spell (the lightning spell)). Pretty sure neither of these should be exluded from the perk.
Hello! I'm a bit late ik, I’ll be getting back to the project soon. I ran some tests on the saves I used for development and had no issues with Idira’s skills — Forewarning is correctly blocked. Area skills like the staff, however, still damage the character on rebound even if they can’t be directly targeted, and that’s intentional — at least that’s how I meant it to work. If you want to paste the installation .json and/or the log, I can help you figure out if there are any errors there.
Hi mate, thanks for the reply, I assumed it was bugged so gave up on the pariah run and decided to do an augmeticist build instead - will get back to you if I notice it's still playing up. However, I noticed with the augmeticist that I think the major problem you're having is the "numbers" not updating - I.e. people have been saying that certain augments (e.g. Mezoa Power Limb) have the wrong strength value attached. This is because they only update when you relevel the skill - e.g. If you take Iron Harvest (boost armor and tech use by explorator level) when you're explorator level 8, it will stay as 8 even after you level it further. As such, the only way to get the correct values is to respec. In addition, the bonuses dont apply retroactively - e.g. you have to take iron harvest before Mezoa Power Limb to get the bonus to tech use to apply, or it won't work correctly. If you could find a way to remedy this and make it so they update in real-time like the base game, that would fix most of your issues. Great mod anyway, really feels like they fit into the game naturally (even the bugs! - god knows this game used to be filled with them!)
Got a question about the visuals of the Crosshair-VI Targeting Module: How do you keep that permanently? Because after switching helmets, it changes to the equipped item. Toggling the 'Show helmet' option also doesn't work, because then it doesn't show anything...
If I might make a suggestion: could you either replace the Augmenticist with a Skitarii Ranger, or else, just add a Skitarii Ranger origin?
There is an excellent Skitarii armor mesh already in the game, and Augmenticist is essentially the same thing with less lore.
If not, I totally understand. I'm playing it personally anyway, using Augmenticist + ReDress to add the armor, but it would be really cool to have some dialogue that reflects it. Having Pasqal initially address the RT as someone under their authority before you inform him who you really are, for example, would be a comedic alternative to the "I am death" intro he has for all characters now. (Even though that's funny too.)
Hello! I'm a bit late, I know. The bay is just a fancy way to unlock talents on the character – it adds a check to the RT so that you can take the talents from Augumentis at the specified levels. I still have to get back to the project, but if I remember correctly, the published version only works for the RT.
This mod is just so cool dude I hardly know what to say. The talents are already amazing and well thought out, but visual changes too? Kudos to you, amazing.
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Correction: I should activate micropatches in modfinder.
If you want to paste the installation .json and/or the log, I can help you figure out if there are any errors there.
How do you keep that permanently? Because after switching helmets, it changes to the equipped item. Toggling the 'Show helmet' option also doesn't work, because then it doesn't show anything...
There is an excellent Skitarii armor mesh already in the game, and Augmenticist is essentially the same thing with less lore.
If not, I totally understand. I'm playing it personally anyway, using Augmenticist + ReDress to add the armor, but it would be really cool to have some dialogue that reflects it. Having Pasqal initially address the RT as someone under their authority before you inform him who you really are, for example, would be a comedic alternative to the "I am death" intro he has for all characters now. (Even though that's funny too.)
Anyhow, just a thought. Thank you for the mod!