To be clear, there are two ways I found to extend/reduce execute speed, global stat and each enemy separately. In this mod I used particulary global one, but it is possible to alter how spell affects EACH enemy in the game on its own, the only problem is: I don't have id list, so identify which enemy hides behind certain id is rather impossible... I can use guesswork to separate "big" guys from "smaller" ones judging by the values, but can't be sure who I'm dealing with exactly. There's also might be a way to make this spell work on bandits and other humans, but not sure if anyone needs that, if you do, I can start tinkering with it.
Anyway, post how it works for you, what to tweak or not, what else might need changes, etc.
Update: Bad news. Fixing spell to make it affect humans is harder than I thought. Thing is, there were few actual enemy IDs with corrupt values, I though maybe devs locked them off this way, but during testing non of these indicated any ties to any human enemies. Now there are also numerous blanks in the list without IDs so if I could somewhere look up those particular enemy IDs, I'm sure I could get it working. I dug through every file there is with no avail, and another problem: there are list of Enemies in some guides, but those have "em0000" look, and actually those aren't IDs, those are types, ID should be 3 digit number, roughly from 0-999. Now take a wild guess...
Grea mod, I like the new speed at 4x for High Exequy, makes using it against boss fights viable without making it easy. It would be really nice if you figured out a way to remove the immunity some enemies have to it, like bandits.
Can't be done. For what i've seen, bandits and other human NPCs uses pawns and main char assets. You probably would kill your own pawns and char if you remove the restriction from humans.
Can you make it so the spell works on humans to? Was kinda a letdown when I discovered it does nothing to humans the first time I got the game, especially considering the large amount of human enemy's in the game.
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Anyway, post how it works for you, what to tweak or not, what else might need changes, etc.
Update:
Bad news. Fixing spell to make it affect humans is harder than I thought. Thing is, there were few actual enemy IDs with corrupt values, I though maybe devs locked them off this way, but during testing non of these indicated any ties to any human enemies. Now there are also numerous blanks in the list without IDs so if I could somewhere look up those particular enemy IDs, I'm sure I could get it working. I dug through every file there is with no avail, and another problem: there are list of Enemies in some guides, but those have "em0000" look, and actually those aren't IDs, those are types, ID should be 3 digit number, roughly from 0-999. Now take a wild guess...
You probably would kill your own pawns and char if you remove the restriction from humans.
Hope it will work out.