dimitrius154 346 Posted February 5 Share Posted February 5 5 hours ago, jwiz said: Does the T-mutation act like a CA, I.e would the tokens 'et_summon_level / et_summon_mylevel' work with mutated creatures? No, it's a direct creature entry replacement, that does not enact any CA functionality. CA tokens won't work. Quote Link to post
Flix 4,419 Posted February 5 Author Share Posted February 5 30 minutes ago, dimitrius154 said: No, it's a direct creature entry replacement, that does not enact any CA functionality. CA tokens won't work. Since we're on the subject, how to do the containers which spawn T-Mutants on Seraphim Island work? The player may open several vases or chests with a chance to spawn a monster. Is the creature a "drop" or a spawn? I assume the mechanics are the same as the crypts which spawn Undead. Quote Link to post
dimitrius154 346 Posted February 5 Share Posted February 5 (edited) 12 minutes ago, Flix said: how to do the containers which spawn T-Mutants on Seraphim Island work? mgr.createDroplist(1479,{ -- Dropcreatures_TenergyforSera I think the drop correlation for containers is set in sector files. We really do need that world editor. Edited February 5 by dimitrius154 Quote Link to post
Flix 4,419 Posted February 5 Author Share Posted February 5 4 hours ago, dimitrius154 said: I think the drop correlation for containers is set in sector files. We really do need that world editor. Yeah. I think there's a lot of potential with the "enemy-as-drops" spawn model. 1 Quote Link to post
MeGoGo 4 Posted February 10 Share Posted February 10 all good time of the day, looking for help in the runes. how to throw them in correctly and in what quantity? some say in their builds to throw in 1 rune, while others say to keep it at the level of the penalty....take an example 1 Quote Link to post
Flix 4,419 Posted February 10 Author Share Posted February 10 I always follow the rule stated in the "helpful tips" displayed on the loading screen: "As a rule of thumb, a combat art is considered appropriate if its level equals about ¼ of the character level." "Обычно боевое умение считается хорошо развитым, если его уровень составляет около четверти от уровня персонажа." 1 Quote Link to post
chattius 1,459 Posted February 10 Share Posted February 10 What I taught to my kids: keep all ca's at 1 till I) buffs have high priority: keep the penalty around 15%- read only if it keeps the buff below 15% ii) if all buffs are at or below 15% and you can spam a combat art -be it with normal regeneration or regeneration per hit- watch the regeneration time for one more rune in the tooltipp. If it is still spammable read it. Easy rules which are quite good till you develope a 'belly feeling' for regeneration times. Off cause there are exceptions like keeping one high level boss/champion killing CA, or CA's which boost regeneration times and can't be high enough, .... 1 Quote Link to post
GermanyRecon 3 Posted February 12 Share Posted February 12 (edited) Hi, im playing version 3.0 and have a question to the Skill: Spell Resistance. If I spend points shoudnt this increase "" Zauberwiderstand -->199<-- "" by 13.6% ? but it does nothing.... If I have items with Spell Resitance increase by x% it works. Or is spell resistance treated differently than Willpower+(item spell resistance) ? Spoiler Edited February 12 by GermanyRecon Quote Link to post
jwiz 57 Posted February 18 Share Posted February 18 (edited) One thing I noticed again during testing with the Inquisitior is that the facial speech animation in conversations is missing. Is it really not implemented or simply bugged? Edited February 18 by jwiz Quote Link to post
Flix 4,419 Posted Friday at 02:26 PM Author Share Posted Friday at 02:26 PM On 2/12/2021 at 2:58 AM, GermanyRecon said: Hi, im playing version 3.0 and have a question to the Skill: Spell Resistance. If I spend points shoudnt this increase "" Zauberwiderstand -->199<-- "" by 13.6% ? but it does nothing.... If I have items with Spell Resitance increase by x% it works. Or is spell resistance treated differently than Willpower+(item spell resistance) ? Hello. Thanks for trying the mod and writing back. I assume it's a display issue, where the Spell Resistance from the skill is simply calculated afterward and therefore doesn't show up on the character sheet. @dimitrius154 Do you happen to know why the Spell Resistance skill doesn't seem to contribute to the overall spell resistance stat shown on the character sheet? 21 hours ago, jwiz said: One thing I noticed again during testing with the Inquisitior is that the facial speech animation in conversations is missing. Is it really not implemented or simply bugged? Was it there before and is now missing? If it was never present then there's no bug, that's just how he looks. Unlike the other characters I didn't change his base model or animations in 3.0, so I doubt it's anything caused by EE. Quote Link to post
Popular Post dimitrius154 346 Posted Friday at 07:28 PM Popular Post Share Posted Friday at 07:28 PM 4 hours ago, Flix said: Do you happen to know why the Spell Resistance skill doesn't seem to contribute to the overall spell resistance stat shown on the character sheet? Because the description of the skill is incorrect. It does not increase the Spell Resistance, it decreases chances to receive full damage, or a critical hit from spell-based attacks. 4 hours ago, Flix said: I didn't change his base model or animations in 3.0, so I doubt it's anything caused by EE. Vanilla Inquisitor horse-riding animations have missing jawbones, that's why his lips don't move. That means he does not lie while riding, per Nixon criteria. 2 Quote Link to post
Flix 4,419 Posted Friday at 08:31 PM Author Share Posted Friday at 08:31 PM 1 hour ago, dimitrius154 said: Vanilla Inquisitor horse-riding animations have missing jawbones, that's why his lips don't move. That means he does not lie while riding, per Nixon criteria. 1 hour ago, dimitrius154 said: Because the description of the skill is incorrect. It does not increase the Spell Resistance, it decreases chances to receive full damage, or a critical hit from spell-based attacks. Makes me want to rename it to something like "Spell Evasion" or something to better indicate that it's the spell-based version of Combat Refexes. Quote Link to post
GermanyRecon 3 Posted Sunday at 08:51 AM Share Posted Sunday at 08:51 AM On 2/19/2021 at 9:31 PM, Flix said: Makes me want to rename it to something like "Spell Evasion" or something to better indicate that it's the spell-based version of Combat Refexes. That all helped a lot thank you all 1 Quote Link to post
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