The gunblade location on back seems a bit to low for me and clips thru armor. Maybe raise it a lil bit and angle it more to the left so it doesn't clip with the character's butt
NVM it only shows the clipping in character creator, is fine in game
hello is it possible to merge the gunslinger and deadshot classes? i want those cool spells for the deadeye subclass but when i added the via addspells in progressions it didnt work i have a feeling its something to do with the guid and uuid stuff it would be appreciated if u could confirm
Is it possible to upgreade one-handed or two-handed ranged weapons not only with ranged analogues, but also with melee? After all, there are almost no original one-handed ranged weapons with good special properties.
I'm considering allowing shortbows and light crossbows to be forged into 1h ranged. I'm not so sure about the melee into ranged. I'll have to look through them all to see what would make sense to go into a ranged weapon.
sumdaragnoth8 released a mod that changes Reckless Attack to toggleable passive, will you add a patch that makes Gunzerker use that Reckless Attack, instead of the ability button?
What I noticed with the new patch: - Gun Saint and Ganserker - in the character creation window, only agility is displayed as the main characteristic, and not wisdom and strength, although points are automatically distributed according to the main characteristic correctly. - Gun Saint has Gunslinger revolvers in his chest, but they differ from those that the original Gunslinger has in their animation, and in order to avoid it, I must to take the weapon from the Gunslinger. It’s not clear, he should have original revolvers for Gun Saint and original Gunslinger revolvers, for those who like them without special animations. Like a Mage Gun. - The new sniper class has melee revolvers, but the picture of them in the inventory is a question mark.
1. In the vanilla game all subclasses are expected to share the same stat priorities, this is not the case with my class. To avoid issues with multiclassing and skill selection it was necessary to apply baseline characteristics to all subclasses. However the points are distributed correctly and it is up to the player to choose the correct stat bonus allocation. This is why I list the stat priorities on the mod page.
2. This is as it has always been. If you don't like the animation for Mage/Saint you will need to get the Gunslinger revolvers from the tutorial chest.
3. Fix in next release. They still work even without an icon.
2. I mean that they need to be taken from the Gunslinger training chest, it would be nice if they were an option in the Gun Saint training chest. But theoretically, they can be obtained from a common training chest, but not everyone has it (I do, it’s just convenience).
Sorry, but I haven’t played closely with Gun Mage, I was just testing. Does it enchant only for one shot - I mean attacking spells, I thought it until I lost my concentration.
By the way, when leveling up 6 levels Gun Mage and 6 mage. The mage's spells behave incorrectly - it do not show what I have learned as a mage earlier(scrolls) and incorrectly assign slots to the mage (one slot to 5-8 lvl spells for long rest, and no slots to 1-4 lvl spells). When re-pumping, I start with Gun Mage. Before I was Mage.
I tested (1.7.4) the Gun Mage and this is what I noticed: 1. Now the Gun Mage can cast spells only for Ka points? Previously, he had spell slots like a mage, or am I mistaken? That mean - now you can’t do much magic with him (no more than once per battle), because another half of Ka is spent on enchanting weapons. In addition, the enchantment can often be knocked down. So from being too strong class before, it now turns into a crystal cannon? 2. In addition, the skill to cancel lethargy seems unnecessary for him; it is appropriate for Gunslinger, but Gun Mage does not really need it. 3. I also don’t see the point in enchanting a weapon for a condition, for example, paralysis - because after a shot, the enchantment of the weapon disappears. I mean, it’s easier to apply it by magik cast, enchant the weapon with combat magic and shoot. 4. He does not have the ability to change spells, only focuses (spells that do not consume magic cells). That is, we have the same functionality as a Mage classes, but it’s reduced so much that it’s only useful at low levels for Gun Mage.
1. Gun Mage has been Ka only since the very early inception. Consider Ka to be equivalent to spell slots. At low levels when Ka is scarce you will depend on cantrips (and the damage does scale with you). They will stay on you as long as your concentration doesn't break and allow you to do weapon damage + the cantrip damage/effects. Some cantrips can be fairly situational, others are very powerful when imbued on something like a shotgun or blunderbuss. The spread shot will hit every enemy in the cone for the cantrip damage/effect.
2. That is gained as part of the Gunslinger base class progression. They may not need it, but it doesn't hurt anything to get it.
3. Again, see point 1 about the ability to cast it on multitargets with a cone attack from a shotgun.
"I am adding a new passive gained at level 6 that gives Mages and Saints advantage on concentration saving throws. Next update."
Thanks, it is what I say and want - nice another passive skill for them. Your mod is awesome. Artifisher should leave the first place of mods by class.
Feedback & Suggestions (25 comments)
NVM it only shows the clipping in character creator, is fine in game
i want those cool spells for the deadeye subclass but when i added the via addspells in progressions it didnt work i have a feeling its something to do with the guid and uuid stuff it would be appreciated if u could confirm
- Gun Saint and Ganserker - in the character creation window, only agility is displayed as the main characteristic, and not wisdom and strength, although points are automatically distributed according to the main characteristic correctly.
- Gun Saint has Gunslinger revolvers in his chest, but they differ from those that the original Gunslinger has in their animation, and in order to avoid it, I must to take the weapon from the Gunslinger. It’s not clear, he should have original revolvers for Gun Saint and original Gunslinger revolvers, for those who like them without special animations. Like a Mage Gun.
- The new sniper class has melee revolvers, but the picture of them in the inventory is a question mark.
2. This is as it has always been. If you don't like the animation for Mage/Saint you will need to get the Gunslinger revolvers from the tutorial chest.
3. Fix in next release. They still work even without an icon.
1. Now the Gun Mage can cast spells only for Ka points? Previously, he had spell slots like a mage, or am I mistaken? That mean - now you can’t do much magic with him (no more than once per battle), because another half of Ka is spent on enchanting weapons. In addition, the enchantment can often be knocked down. So from being too strong class before, it now turns into a crystal cannon?
2. In addition, the skill to cancel lethargy seems unnecessary for him; it is appropriate for Gunslinger, but Gun Mage does not really need it.
3. I also don’t see the point in enchanting a weapon for a condition, for example, paralysis - because after a shot, the enchantment of the weapon disappears. I mean, it’s easier to apply it by magik cast, enchant the weapon with combat magic and shoot.
4. He does not have the ability to change spells, only focuses (spells that do not consume magic cells). That is, we have the same functionality as a Mage classes, but it’s reduced so much that it’s only useful at low levels for Gun Mage.
The Gunslinger and Gunzerker are very good.
2. That is gained as part of the Gunslinger base class progression. They may not need it, but it doesn't hurt anything to get it.
3. Again, see point 1 about the ability to cast it on multitargets with a cone attack from a shotgun.
4. I don't understand this last point.
Thanks, it is what I say and want - nice another passive skill for them.
Your mod is awesome. Artifisher should leave the first place of mods by class.
You'll be happy to know that the next update will allow you to change out 1 spell each level.