This is merely a warning that the mod was created for an older patch of the game. Unless you find that the mod does not work when you test it in the game, this warning can be safely ignored.
You can still apply the mod to your load order and use it in your game.
Hello again, Gabett. Sorry to keep making new messages for different things, but you've been really helpful (And now that I'm playing a rogue, I'm actually using parts of this mod!). I was wondering if you know of a flag to make abilities process the traits on weapons? Specifically, I'm wondering about abilities that attack with rogue swords triggering things like Corovan's Toothpick for bleed stacks. Yes, it would probably be overpowered, but it makes sense.
Thanks, I had searched for a server like this before, but couldn't find it! I'm guessing it has a cooldown before I can type, as I can't send a message in any channel xD
Looking at this, it seems fairly easy to change the resource regen bonus for Shadow Dragons from 20% to 100% or whatever you like, and then you could use something like www.nexusmods.com/dragonagetheveilguard/mods/1048 to add Shadow Dragon passive even if starting as another origin (don't know if it takes place retroactively, though). When I tried, though, it gave me the error "Could not find the type SchematicsInstance". I feel like this is just me not having done something right, but Gabett might be willing to try and see if it works?
That error isn't due to something you did wrong, the editor in its current state simply can't modify some files. Anything that throws this error can only be changed through hex editing for now.
Yeah, ok. The hex guide was fairly easy to follow, but the yaml showed everything but the actual code for values. I think I know which hex to change, but it didn't tweak it for me. If you want to take a look, the file I was looking at is RPG/Skills/warrior/unlocks/gpassives/part_wa_unlock_gpassive_background_shadowclass
Code? Do you mean the offsets? You have to enable the right setting in the editor to export those. Double check your options because Frosty sometimes likes to forget them.
The debug offsets work, but the actual value of 0.2 isn't shown for either offset or number in the .yaml, so I don't know what to change. And because it's a decimal of 0.2, I don't know what to search for in the .bin.
Hi, Gabett. I was hoping to pick your brain about changing skills' priming and detonating functions? Ideally, changing Heroic Leap to apply Overwhelm instead of detonate Weakened. I can see that Titanstomp (Which in guessing is Earthquake in Frosty editor) and the harpoon pull both have a GameDataContainerAsset that has a "CanPrime" box and "OnAppliedDamageInfo" (which I'm guessing is where Overwhelm data is stored, even if the two skills don't show the same I'd numbers). There's noting of the kind for Heroic Leap, though.
Thanks for the assist! I've looked it over, but from what I can see, Heroic Leap doesn't have either a _tagbundle or a DamageData file. The only _tagbundle in the Heroic Leap is for For Gold and Glory ult. This makes me wonder if it's all applied on timelines. I thought I had a timeline that was used by both Titan Stomp and Harpoon Pull, but I looked at a third and saw it also had the same conditional, which wouldn't make sense.
If you ever figure it out (I'm sure you have much more idea what you're doing than me!), I'd love you help editing this.
can we make the resources (like Momentum) accumulate quicker? Like two or three times more than normal. Or even make it over time like mages? No resources cost is fun but then I feel like I’m too OP. I’m looking around in the editor but since it’s all new to me, don’t even know what to look for lol
Wow, it's awesome to see that we can actually change game mechanics now, that's incredible!
I might take a stab at this myself, but do you know whether it's possible to buff companion damage? Just like a flat increase across the board? It makes me sad how wet-noodle-like companions are compared to you, and heck, nerfing Rook and buffing the companions could be a fun way to change the game and make them equals to you in combat.
Hi, thanks for sharing your work with us. I wanted to ask would it be possible to allow counter on every move with every weapon including the staves? Also would it be possible to allow jumping down without the black screen and reload to previous position?
Hi baby, do you think its possible to make mod for swapping any controller buttons to PS5 buttons game changes to ps5 buttons only if steam recognizes PS5 controller attached so i was wondering would you consider making mod to force game to show ps5 buttons even if ps5 controller is not being used its quite used mod in any game that supports controllers, i do not understand how no one made it yet tbh
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You can still apply the mod to your load order and use it in your game.
Seconding a request to either cut resource cost by half or make momentum/rage/mana accumulate faster, a mod like that would be incredible!
Any help would be greatly appreciated.
If you ever figure it out (I'm sure you have much more idea what you're doing than me!), I'd love you help editing this.
I might take a stab at this myself, but do you know whether it's possible to buff companion damage? Just like a flat increase across the board? It makes me sad how wet-noodle-like companions are compared to you, and heck, nerfing Rook and buffing the companions could be a fun way to change the game and make them equals to you in combat.
do you think its possible to make mod for swapping any controller buttons to PS5 buttons
game changes to ps5 buttons only if steam recognizes PS5 controller attached
so i was wondering would you consider making mod to force game to show ps5 buttons even if ps5 controller is not being used
its quite used mod in any game that supports controllers, i do not understand how no one made it yet tbh
many thanks
Love,
Kat