Wolcen: Lords of Mayhem

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EdZero-Darkvirii

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Darkvirii

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46 comments

  1. CodeKiller
    CodeKiller
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    UniqueShields.xml looks like :

    CryXmlB   ,      è   Ž   Ô      X              ÿÿÿÿ            
                                  $                       #      $                $      G                #      k                               1   8   Q   V   t   …   Œ   ˜   š   ©   «   ©   º   Ï   Ò   Ï   ç                (  ˜   .  ;  =  J  M  ;  X  ;  b  k    ˜   ž  ˜   ¬  ˜   »  ˜   Ê  Р Ô  ;  á  ð  ‚  ;  ‰  ˜   “  ˜     ˜   ©  ˜   ³  ;  ¾  É  Ë  ˜   Ö  ß  è  ˜   ö          1     Q   0  t   …   Œ   ˜   º      Ò      ç   M    M       (  ˜   .  ;  =  J  M  ;  X  ;  b  P    ˜   ž  ˜   ¬  ˜   »  ˜   Ê  Р Ô  ;  á  n  ‚  ;  ‰  ˜   “  ˜     ˜   ©  ˜   ³  ;  ¾  É  Ë  ˜   Ö  ß  è  ˜   E  Y  \  Ï      p  1   …  Q   ž  t   …   Œ   ˜   º   ¼  Ò   ¼  ç   Y    Y       (  ˜   .  ;  =  J  M  ;  X  ;  b  ¿    ˜   ž  ˜   ¬  ˜   »  ˜   Ê  Р Ô  ;  á  Ô  ‚  ;  ‰  ˜   “  ˜     ˜   ©  ˜   ³  ;  ¾  É  Ë  ˜   Ö  ß  è  ˜   E  Y  \  Ï   f  n     y  1     Q   ¥  t   …   Œ   ˜   º      Ò      ç   Y    Y    ;  (  ˜   .  ;  =  J  M  ;  X  ;  b  ¿    ˜   ž  ˜   ¬  ˜   »  ˜   Ê  Р Ô  ;  ‚  ;  ‰  ˜   “  ˜     ˜   ©  ˜   ³  ;  ¾  É  Ë  ˜   Ö  ß  è  ˜   E  Y  \  Ï   f  n  MetaData  Weapons Item Name unique_shield_sacred UIName @ui_unique_shield_sacred Lore @ui_unique_shield_sacred_lore WeaponProperties shield SpeedFactor 0 ShieldArmorMin 5 ShieldArmorMax ShieldBlockChanceMin 25 ShieldBlockChanceMax ShieldBlockEfficiencyMin 15 ShieldBlockEfficiencyMax LevelPrereq Level MinDropLevel 1 MaxDropLevel 60 DropWeight GoldValue Keywords shield,guardian,melee,sacred,unique, LowDamage_Min LowDamage_Max HighDamage_Min HighDamage_Max Range 2.5 DropAsUnique DefaultAffixes unique_shield_all_attributes,unique_shield_armor,unique_shield_regen,unique_shield_all_res,unique_shield_increased_life,unique_shield_sacred_cast Rarity StrPrereq DexPrereq ConstPrereq PowPrereq X_GridSize Y_GridSize 2 MagicLevel BodyPart weapon_r ArmorPerLevel MaleScale 0.8 unique_shield_thing @ui_unique_shield_thing @ui_unique_shield_thing_lore 17 shield,guardian,melee,unique, unique_the_thing_health_regen_frequency,unique_the_thing_health_regen_pts,unique_the_thing_damage_from_physical_resistance,unique_the_thing_criticalchance_final_percent,unique_the_thing_all_resistance_score_percent ShieldResistanceMin 20 ShieldResistanceMax unique_shield_shadow @ui_unique_shield_shadow @ui_unique_shield_shadow_lore 18 shield,melee,unique, unique_shimmering_shadow_curse_on_dash,unique_shimmering_shadow_damage_weapon,unique_shimmering_shadow_health_pts,unique_shimmering_willpower_pts Version BETA_1.0.3 unique_intro_shield @ui_unique_intro_shield @ui_unique_intro_shield_lore 

    Is it normal ???
    I try to merge 2 mods so I need to know what has changed.
    1. endersblade
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      UniquelShields.xml is either corrupted or wasn't decrypted all the way.  I replaced it in my copy with the file from 1.1.6.9 and made the requisite changes.
  2. JakeHunter
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    little side note, work fine to me, actually well to fine cause heavy two-handed weapons has a debuff of -25% atk speed, and then it get up to -50% atk speed and im dead even before make a swing hahaha.. if there's something i can edit to make this gone i will gladly hear, ty for the mod 

    (obs.: even dual-w. great weapons.. only one counts to the final damage aparently, cause it actually does less damage using both at same time, + yo get a -50%x atk-speed debuff)
    1. endersblade
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      This can be remedied by opening the Weapons.xml file and removing "attackspeed_final_percent_2H" from all 2h weapons' ImplicitAffixes, and removing 'slow' from keywords.

      There are three weapon speeds in the game - fast, which uses that as a keyword, typically applied to 1h weapons, slow, keyword applied to 2h weapons, and then 'normal' attack speed, with doesn't use a keyword.  I tested this by applying the fast keyword to 2h, and it made them attack WAY too fast for being 2h weapons.  But removing the keyword made them attack at a moderate speed, right in between 1h and 2h normal attack speeds.
  3. endersblade
    endersblade
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    Disregard
  4. xHexFirex
    xHexFirex
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    i cant get this to work with "Begone Skill modifier and Use any skill with any weapon"

    Any suggestions?
    1. endersblade
      endersblade
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      Because they edit the same files, thus overwriting one or the other when you install both.
  5. deleted91683058
    deleted91683058
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    <p>Thanks for the mod!



    Unfortunately, it does not work (completely) for me - why not competely you ask? Well I assume new dropped weapons are shown correctly as one-handed but when I want to equip these the game says they can not be "equipped in this slot" ( e.g. Right Hand Mace already equipped + Greatsword (Flamberge) can not be equipped on the left hand) so I only can equip daggers and axes on my left hand...



    Am I doing something wrong? I copied the umbra file as recommended to Wolcen >Game>Umbra.



    Please reply - many thanks!</p>
    1. tempress1234
      tempress1234
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      "Why completely you ask?"

      But he didn't ask, i dont see any comment...

      lol
  6. marvelfan
    marvelfan
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    To use dual Staff or Trinkets add the following:

    It's the same solution as the shield if you want to use trinkets or Staffs.

    <Build Name="Stance_H2_Staff_Staff" RightKeywords="weapon,staff,2h,mage" LeftKeywords="fist,staff">
    <Skill Slot="11" Name="playerskill_H2_Staff_atk_01" CanBeReplaced="0" />
    </Build>
    <Build Name="Stance_H2_Staff_trinket" RightKeywords="weapon,staff,2h,mage" LeftKeywords="fist,trinket">
    <Skill Slot="11" Name="playerskill_H2_Staff_atk_01" CanBeReplaced="0" />
    </Build>

    1) Each entry needs a unique build name or else it doesn't work. ie. Stance_H2_Staff_Staff
    2) If any modders are looking to change the animations & combos for weapons reach out to me. I figured it out but don't have the time to create a fleshed out mod.
    1. evilpunkcj
      evilpunkcj
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      Thanx it work but when i put 2 staff i do less domage .. why that ?
  7. Marrv072
    Marrv072
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    Could not get staffs to fire their primary attack spell with this installed, not sure why, anyone else have same issue?
  8. juances19
    juances19
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    On Stances xml I replaced line 47 with this

    <Build Name="Stance_H2_Staff" RightKeywords="weapon,staff,2h,mage" LeftKeywords="fist,shield">


    That allows staff+shield with ranged attack, otherwise it was doing slashes as if it were a sword.
    1. Warskin
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      Thanks a million times!!
  9. sebasbabou12
    sebasbabou12
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    do you how to code my bow for the animation of the weapon to be just a bow, a.k.a not a dual bow, with the animation of the bow, as it doesn't swing like a sword
    it's getting a bit on my nerves
    any ideas to do it? ty, I own you!
  10. anikin1214
    anikin1214
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    i think i did something wrong. it doesnt work at all for me plz advise
    NEVERMIND FIXED IT