For those of you who can't live a day without your cheated sets, here's a sanity check bypasser for you. Generic Sanity Bypass
Also, with the newest version, there is no longer any compatibility with enhanced qurious crafting. If you can't find certain skills, it's likely because you've got that installed.
The skill list automatically updates itself. Quit asking for updates without even bothering to check if the mod is broken.
Amazing work! Thank you! Someone else asked how to use this, and I think I figured most of it out: Let's take for example Ingot Legs X and we want to add some Attack Boost to it. First of all we look in the ArmorAugPool sheet and see that Ingot is in AugPool 2 and has a total cost of 18. Now we switch to the AugPoolValue and look at the table with AugPool2. Here, we can see that from ID 144 to 148 we have Skill+ so that's what we will target. Switch to Cost-Skill sheet and look for AB, it has 15 cost. Go back to AugPoolValue and look for what Skill+ has a cost of 15, that's where AB can roll (in this case is Skill+ with ID 148). So, we add one point of AB in ID 148 and we remain with 3 cost. If we want to add more skills, then we need to have some drawbacks, like Elem Res- or Defense-. However, I can't figure out what Lv1%, Lv2% and Lv3% mean.
I just noticed that the mod partly works with weapon augment too, albeit it doesn't have access to all the higher augment levels and is limited to lvl 3. Does anyone knows how to fix that? If not, does anyone knows a way to oneclick buy augment? I'm building up my bow sets and augmenting every weapons is a pain. First need unlock augment, then buy 7 anomaly slots, then 8 elemental boosts, then attack boost. That's 17 times per weapon.
imgui.text_colored(name, 0xff71FFFF) imgui.text_colored("Rarity " .. rarity+1, rarityColors[rarity]) imgui.text("Spent " .. point .. " out of " .. cost .. " available slots") for i = 0, costColors:get_Count()-1 do v = costColors:get_Item(i) local slotType = i > 9 and "!" or (i >= cost and "X" or "O") imgui.text_colored(slotType, CustomColorTypes[v]) imgui.same_line() end if costColors:get_Count() < 10 then for i = costColors:get_Count(),9 do local slotType = i >= cost and "X" or "O" imgui.text_colored(slotType, Color.Black) imgui.same_line() end end
imgui.text("Legal:") imgui.same_line() imgui.text_colored((point > cost and (point < 11 and "No, but won't be erased" or "No") or "Yes"), (point > cost and (point < 11 and Color.Yellow or Color.Red) or Color.Green))
You still have to unlock anomaly slots, but you wont have to unlock individual augments anymore
Yeah, I just never updated it. It was added as a "why not" early on, but unlike the rest of the qurious crafting stuff, I didn't find a way to make it automatically update, and then I forgot about it.
It worked up to the last time I played (15 october), but today the game crashes at launch. If I delete the mod, the game works good.
I changed nothing since 15 october (no new mods); today I simply started the game after 2 and half months of inactivity because I wanted to play the game again to try new builds and I don't understand why, now, the game auto-close at launch (I play on Steam) if this mod is in the autorun folder of reframework.
Any ideas? I really would like to make new builds without praying RNGesus :')
BTW, this is (was?) one of the BEST mod I've ever had! Great job and thank you for your work DSC173! I had a lot of fun using it to make the legal sets I've always wanted, but never could have done because of bad luck.
Is there a list to see all the skills available? like a full list of all D to S tier as im not sure what some skills are counted as, i cant find mail of hellfire and would be easier to have a search to see if a skill you want is available or not i.e if not then no results. But understandable if this mod only allows for the generic skills too, amazing work and UI. edit: i found mail of hellfire as a B tier after sifting through, my bad but a search or a catalouge would be nice
509 comments
Generic Sanity Bypass
Also, with the newest version, there is no longer any compatibility with enhanced qurious crafting. If you can't find certain skills, it's likely because you've got that installed.
The skill list automatically updates itself. Quit asking for updates without even bothering to check if the mod is broken.
https://docs.google.com/spreadsheets/d/1FFYv2em4LErylP6_dlzZ7Zt3h76UluzU3f1dpZCeP8w/edit?usp=sharing
Edit: figured it out, put these 2 code fragments in to replace the old ones
local weaponCombo = {}
weaponCombo[1] = "None"
weaponCombo[2] = "Attack Boost Lv 1"
weaponCombo[3] = "Attack Boost Lv 2"
weaponCombo[4] = "Attack Boost Lv 3"
weaponCombo[5] = "Attack Boost Lv 4"
weaponCombo[6] = "Affinity Boost Lv 1"
weaponCombo[7] = "Affinity Boost Lv 2"
weaponCombo[8] = "Affinity Boost Lv 3"
weaponCombo[9] = "Element Boost Lv 1"
weaponCombo[10] = "Element Boost Lv 2"
weaponCombo[11] = "Element Boost Lv 3"
weaponCombo[12] = "Element Boost Lv 4"
weaponCombo[13] = "Element Boost Lv 5"
weaponCombo[14] = "Element Boost Lv 6"
weaponCombo[15] = "Element Boost Lv 7"
weaponCombo[16] = "Element Boost Lv 8"
weaponCombo[17] = "Status Effect Boost Lv 1"
weaponCombo[18] = "Status Effect Boost Lv 2"
weaponCombo[19] = "Status Effect Boost Lv 3"
weaponCombo[20] = "Status Effect Boost Lv 4"
weaponCombo[21] = "Sharpness Boost Lv 1"
weaponCombo[22] = "Sharpness Boost Lv 2"
weaponCombo[23] = "Sharpness Boost Lv 3"
weaponCombo[24] = "Sharpness Boost Lv 4"
weaponCombo[25] = "Rampage Slot Upgrade Lv 1"
weaponCombo[26] = "Rampage Slot Upgrade Lv 2"
local sortedWeaponCombo = {}
sortedWeaponCombo["None"] = {"000_0", 1, 0, ""}
sortedWeaponCombo["Attack Boost Lv 1"] = {"001_0", 2, 2, "Attack Boost"}
sortedWeaponCombo["Attack Boost Lv 2"] = {"002_0", 3, 4, "Attack Boost"}
sortedWeaponCombo["Attack Boost Lv 3"] = {"003_0", 4, 6, "Attack Boost"}
sortedWeaponCombo["Attack Boost Lv 4"] = {"004_0", 5, 8, "Attack Boost"}
sortedWeaponCombo["Affinity Boost Lv 1"] = {"011_0", 6, 3, "Affinity Boost"}
sortedWeaponCombo["Affinity Boost Lv 2"] = {"012_0", 7, 6, "Affinity Boost"}
sortedWeaponCombo["Affinity Boost Lv 3"] = {"013_0", 8, 8, "Affinity Boost"}
sortedWeaponCombo["Element Boost Lv 1"] = {"021_0", 9, 1, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 2"] = {"022_0", 10, 2, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 3"] = {"023_0", 11, 3, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 4"] = {"024_0", 12, 4, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 5"] = {"025_0", 13, 5, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 6"] = {"026_0", 14, 6, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 7"] = {"027_0", 15, 7, "Elemental Boost"}
sortedWeaponCombo["Element Boost Lv 8"] = {"028_0", 16, 8, "Elemental Boost"}
sortedWeaponCombo["Status Effect Boost Lv 1"] = {"031_0", 17, 2, "Status Effect Boost"}
sortedWeaponCombo["Status Effect Boost Lv 2"] = {"032_0", 18, 4, "Status Effect Boost"}
sortedWeaponCombo["Status Effect Boost Lv 3"] = {"033_0", 19, 6, "Status Effect Boost"}
sortedWeaponCombo["Status Effect Boost Lv 4"] = {"034_0", 20, 8, "Status Effect Boost"}
sortedWeaponCombo["Sharpness Boost Lv 1"] = {"041_0", 21, 3, "Sharpness Boost"}
sortedWeaponCombo["Sharpness Boost Lv 2"] = {"042_0", 22, 5, "Sharpness Boost"}
sortedWeaponCombo["Sharpness Boost Lv 3"] = {"043_0", 23, 7, "Sharpness Boost"}
sortedWeaponCombo["Sharpness Boost Lv 4"] = {"044_0", 24, 9, "Sharpness Boost"}
sortedWeaponCombo["Rampage Slot Upgrade Lv 1"] = {"046_0", 25, 4, "Rampage Slot Upgrade"}
sortedWeaponCombo["Rampage Slot Upgrade Lv 2"] = {"047_0", 26, 7, "Rampage Slot Upgrade"}
imgui.text_colored(name, 0xff71FFFF)
imgui.text_colored("Rarity " .. rarity+1, rarityColors[rarity])
imgui.text("Spent " .. point .. " out of " .. cost .. " available slots")
for i = 0, costColors:get_Count()-1 do
v = costColors:get_Item(i)
local slotType = i > 9 and "!" or (i >= cost and "X" or "O")
imgui.text_colored(slotType, CustomColorTypes[v])
imgui.same_line()
end
if costColors:get_Count() < 10 then
for i = costColors:get_Count(),9 do
local slotType = i >= cost and "X" or "O"
imgui.text_colored(slotType, Color.Black)
imgui.same_line()
end
end
imgui.text("Legal:")
imgui.same_line()
imgui.text_colored((point > cost and (point < 11 and "No, but won't be erased" or "No") or "Yes"), (point > cost and (point < 11 and Color.Yellow or Color.Red) or Color.Green))
You still have to unlock anomaly slots, but you wont have to unlock individual augments anymore
I cant even get into the window to edit the armor.
You need to complete at least one Anomaly Investigation, which unlock after MR 10.
I changed nothing since 15 october (no new mods); today I simply started the game after 2 and half months of inactivity because I wanted to play the game again to try new builds and I don't understand why, now, the game auto-close at launch (I play on Steam) if this mod is in the autorun folder of reframework.
Any ideas? I really would like to make new builds without praying RNGesus :')
BTW, this is (was?) one of the BEST mod I've ever had! Great job and thank you for your work DSC173! I had a lot of fun using it to make the legal sets I've always wanted, but never could have done because of bad luck.
edit: i found mail of hellfire as a B tier after sifting through, my bad but a search or a catalouge would be nice
The menu never pops up, and I can't figure out what's going on
ty for answering.
im newbee here...