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Halser

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About this mod

Fixes some issues I've spotted.

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This mod fixes a few issues I've found with equipment(and their related status effects) while going through my first playthrough.

The list of fixes is as follows. Some of them were covered by official patches so I've removed them, but I think it's worth detailing the solutions:

  • Fixed the Boots of Stormy Clamour not properly applying Reverberation when a Condition was applied. According to what was intended reading the code, Reverberation should only be applied when enemies fail saving throws against spells. 
  • Along with that, fixed Reverberation not proccing the thunder + prone effect at 4 stacks.
  • Fixed the Gloves of Battlemage's Power not working at all. It will now properly apply Arcane Acuity when a weapon attack also inflicts a condition. 
  • Fixed The Sacred Star weapon applying the Destroy Undead multiple times on a successful Turn.
  • Fixed Primal Strikes not making Druid's shapeshifting attacks bypass non-magical resistance to physical damage.
  • Fixed Spineshudder Amulet not properly spawning as a reward for defeating the Mimic.
  • Fixed Arcane Ward not applying when using the Shield spell.

The way I achieved these fixes is a bit awkward. In case anyone decides to check how I did it, here's some explanation in case the code itself is a bit of a head scratcher:
  • Generally speaking, Statuses seem to not have the context of what applied them in the code. Every place in the code that attempts to verify if the source of a status is a weapon or a spell is broken; it's why the Boots of Stormy Clamour(that try to only apply Reverberation on spell-applied conditions) and the Gloves of Battlemage's Power(that try to apply Acuity on weapon-applied conditions) don't work. 
  • To solve the former, I changed the condition for the passive effect to be "when a hostile spell has a saving throw that inflicts a condition and that condition isn't Reverberation" instead of just "when a condition was applied through a spell."
  • For the latter, I had to change the gloves to apply two passives, instead of just one. The first adds a hidden status effect to the character when they make a successful weapon attack. The second checks if a condition was applied to an enemy while the character has that status. If so, Acuity is added.
  • The Turn Undead bit was a bit simpler. Destroy Undead applies damage to a target when a status is applied and the target has the Turned condition. The problem was that it never checks if the status being applied itself is Turned, so in some cases(like the Sacred Star, that applies multiple conditions at once) the Destroy effect would also apply multiple times. 
  • The Reverberation proc is a bit hard to explain, it was mostly trial and error. Changing the condition for the proc effect from "being attacked" to "applying a status effect" did it.
  • Primal Strikes had a similar issue to the Aura of Hate; it makes unarmed attacks bypass resistance, but shapeshifting form attacks exist in a limbo of not being unarmed or weapon attacks. I just removed the requirement that the attack be unarmed for the bypass to work; not like it matters when you can't equip a weapon while shapeshifted anyway.
  • The spineshudder amulet was marked as unique(only one can spawn) but it was spawning in a random developer room somewhere. I just removed the flag.
  • The shield fix is a bit rough. I couldn't make the Arcane Ward logic work naturally on it, so I just replicated the Arcane Ward logic on the spell effect itself.

I don't really know if these fixes are 100% solid or if there are holes in my logic, but it seems to work from what I've tested. I'm sure the Script Extender would allow for more elegant fixes, but I don't know how to use it yet.

If there are items that don't work as expected, feel free to point them out. I'm sure that there's more; off the top of my head I know that Radiant orbs are supposed to only stack up to 5 and have an associated saving throw to apply them, but neither of these work as intended.