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There's another mod on Nexus that does the same thing but less broken, though I'm afraid I can't remember its name, and Attribute Insanity also comes with the equalisation of attributes.
I'm sorry for the issues. This mod was a learning experience for me.
I actually have a fix in mind I'll try applying later. Currently busy with work.
How does this loop function during combat? Is there the potential to cast a spell at the wrong time and do incorrect damage?
TL;DR: For scripting/engine-related reasons, this is the way it has to be done, unfortunately.
Not sure if its a bug, or just part of how the mod has to work?
Oh and another Clear minded and Encourage esq issue it hits is bouncing shield. Bouncing shield dealt like 40-50 less damage after I disabled the mod.
There doesn't seem to be an elegant solution to this problem that I can come up with.
Perhaps there is a way to make the other stats have a enique secondary aspect as well. Like 0.5% crit per point of Finesse, and 0.1 meter range and/or radius increase on spells for Intelligence?
Just a thought.
To apply it, you'll first need to restart you game and download the update. Then you'll need to load your game with the mod disabled, save, exit and load again with the mod re-enabled. No need to start a new save file.
However, enemies do not have access to these. The damage buff does not apply to enemies, which has the unfortunate side-effect of decreasing their damage due to strength, finesse and intelligence multipliers.
This was chosen because AI often have mixed stat builds, which makes them perfectly balanced in vanilla but ridiculously OP if mods like Divine Rebuild and this one were to apply to them. Sadly, there's no easy fix here. Divine Rebuild was ideal, but there's no way to mod base stats without providing boosts and the respec mirror absolutely cannot handle stat boosts no matter what.
Thankfully, most of an NPC's damage is a preset value and their attributes are often scattered erratically and irrelevantly. So, in theory, this mod should not negatively affect enemy damage too much.
3?. Lastly, unfortunately, the damage bonuses from the Lone Wolf mod you've mentioned will not be compatible with Attribute Equality. Both overwrite the same entries of attributedamagebonus. You'll still get all of the other bonuses from that mod just fine, and in my personal opinion, that could already give you and your friends a pretty fun experience.
Sorry I couldn't be of more help.
Anyway, your answers are:
1. Yes. Thankfully, the stat entries for StrFinInt damage are separate from the entries used for Armor and Dodging, which were already in the game. You shouldn't have any compatibility issues with Attributes Expanded and Attribute Equality.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1377667834 Attributes Expanded
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1381567087 Lone Wolf - Whole Party
I know, weird mod, "Why noit just take lone wolf?" - but, me and 2 friends do 3-player parties and all of us want lone wolf. This is one of the few ways we know how to get it.
1: Is this compatible with any mod that adds extra effects per attribute point? Such as the one for +0.5% armor per point in str, +0.5% mr from int, +0.5% dodge from finesse?
2: Would you ever consider making a mod that utilizes this effect to the magic combat skills to make chaos-builds (via void conjurer, mirage, chaos hunter, etc mods) more viable? Like hydro, pyro, aero, and geo all give +5% "all" magic damage? Sweet jesus that would be -awesome- @_@ It would also help stuff like the astronomnier class (that focuses on hydro and pyro).