It's possible, but its very messy. Support artes are annoying because Rinwell can't learn them through combat, only from the skill tree, and that means losing some damage or utility bonuses to make space for new artes. Changing the skill tree also causes issues with ongoing saves, modifying an already allocated node to an arte mid game, removes the bonus but doesn't give the spell. This is a lot for artes she already has easy access to, but I'll definitely add them and more if I find a better way.
The issue with ongoing saves would still persist, old artes would be retained but new ones still won't be learned, this carries over to ng+ as well, you'd have to reset the skill tree just to learn these artes, this is really bad for me and others who do their playthoughs on ng+, missing on a lot of qol like more AG, faster casting and cast while moving just makes Rinwell a lot more clunky to play until you unlock it all again. A more universal solution that works unconditionally would be best, like adding them to Rinwell's starting pool of artes, but I don't know how yet.
Is anyone else having troubles with some of the "new" spells?
Dark Pillar is still casting flamestrike, which prolly is the reason I can't learn execution etc either. Trying to combine 2 divine sabers locks rinwell in place without casting anything. All the rest is still working fine.
Nevermind, forgot I wasn't using my own savegame. Didn't save it when I formatted my computer
These issues should be expected if you're playing Beyond the Dawn, this mod is not compatible with it. This should only happen in the base game if you have a conflicting mod, check again if you have any incompatible mods installed. You can fix this by making sure my mod loads last, this way its files will be prioritized over other mods, the game loads files in alphabetical order so just adding a few Z's at the start of the mod name should do.
The only way to give Rinwell more artes would be to yoink artes away from other playable characters or enemies, and then replace those with custom ones, so in the end, something needs to be replaced anyway. Taking artes away from other party members is obviously a no-no, and removing artes from enemies breaks the game's balancing pretty bad, so its best to replace her own artes instead.
I love this mod! But after booting up the game a few times, the textures for the earthquake move are missing. I get a black cover on the ground and a few "spikes" of black boxes. Do you know of any way to fix this? I tried both versions of the mod, and after I first installed this mod, the textures for the move looked normal
It seems like you're missing textures, are you playing on the latest steam version of the game? These textures come from the BTD DLC so if you're playing on an older, pre-dlc version of the game you're just going to get black boxes instead of the actual textures. Do note that you do not need to buy the DLC, the latest version of the game already contains the DLC files so just having it installed is enough. In short, make sure you're on the latest version, if the issue persists, try repairing the game, and if that doesn't work, try reinstalling.
No, the artes will work but the they will either be too weak, too strong, or/and have the wrong element, plus you won't learn any new spells or be able cast any of the custom ones. I really don't like BTD so I have no motivation to make it compatible for now.
Hey there, just want to ask if your mod is compatible with empress movement mod ? If you can check it for me it would be greatly appreciated. Really awe by your mod :D
Probably, but I can't guarantee full compatibility, there may be bugs if you use both together. Give it a try, if artes have the wrong element or my custom spells don't come off then it doesn't work.
That's because it probably modifies the Btl_Artes file, which contains the cp cost values, my mod also changes that file. Luckily reducing cp cost is a simple change so I just made a variant with 0cp cost to artes, it's up for download. I didn't had time to test this so let me know if there is any issues.
I have a quick question, do you know if it would be possible to mod Alphen into a caster instead of melee? Yes I know I am asking for a silly mod, seeing as story wise he is all about the blazing sword, but I like playing as a caster and prefer to let AI handle Rinwell. Also full caster party would be fun!
I don't think that's possible, Dohalim's overhaul mod author tried to make a caster Alphen mod at some point, but had to scrap it due to many game-breaking bugs and crashes.
You can combine spells by storing them in the book, press the normal attack button when casting a spell to store it, then store or cast another spell to combine the two into a new one, check the in game tutorial for more details. You learn execution by raising you light proficiency, check the description and one of my posts below for more info on that.
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Would it be possible to make her learn Concentrate All and Sharpness All as well?
How about makeing more of her arts proficiency based. That would open some slots in the skill tree.
A more universal solution that works unconditionally would be best, like adding them to Rinwell's starting pool of artes, but I don't know how yet.
Dark Pillar is still casting flamestrike, which prolly is the reason I can't learn execution etc either. Trying to combine 2 divine sabers locks rinwell in place without casting anything. All the rest is still working fine.
Nevermind, forgot I wasn't using my own savegame. Didn't save it when I formatted my computer
I tried both versions of the mod, and after I first installed this mod, the textures for the move looked normal
If you can check it for me it would be greatly appreciated. Really awe by your mod :D
I have a quick question, do you know if it would be possible to mod Alphen into a caster instead of melee? Yes I know I am asking for a silly mod, seeing as story wise he is all about the blazing sword, but I like playing as a caster and prefer to let AI handle Rinwell. Also full caster party would be fun!