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But the idea could be mixed with this mod, can you make all states resisted by one type of armor (the only ones that equipment gives like in the other mod) and make both dmg types hit that armor?
Can't guarantee it will work, but it's worth a shot.
I'd give a hard advice for people who like this mod. Instead of waiting for a fix on my end, please try out this amazing mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1726510744
With armor you're invulnerable. Without, vulnerable.
I tried an older version of your mod (the one befor last update and the one we started this playthrough on) Didnt work.
I removed all mods except for yours and the lag was still there (conversations, Combat, enter and exiting sneaking, looting etc)
I used all mods except ARS and it fixed the problem.
I made a "clean save" and re-enabled your mod, lag still persists.
For now we will just play without ARS, but maybe you get something useful out of it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1523175325
For the people having this lag issue: can you post a comment with a list of mods you're using?
Game seems to be a bit laggy in general (containers taking a few seconds to open, dialouge etc) so I dont think it is purley your mods fault.
Summoning is working. To the people that said it wasn't working, please give me more info on how to recreate the issue. Just a reminder, you can check whether or not a character has the bonus by examining them and hovering over their health. It should display bonuses on HP comming from "Armor".
As requested by the amazing Kalavinka, I also buffed "Shadow" damage just like Piercing for more mod compatibility.
If that's the issue, the problem is on how the other mod increases the enemies HP. I'm asssuming it's scripted, not stat edited, therefore conflicting with my HP increases, since they're probably happening simultaneously. If that's the case, there's nothing much I can do without knowing how the other mod does their procedures. I can throw a fix on another mod that makes enemies full HP on combat start, with the obvious collateral effect that starting combat by hitting a target won't help you much since they'll be healed right after.
if i using Armor System Rework (DE) mod with other increase HP armor vitality mod such as
-stronger enermy mod,-20% increase difficult mod,-35% increase difficult mod
result are the monster only increase there max Hp but real HP not increase
if i diable Armor System Rework (DE) mod the other mod work fine
>Armor restores will also heal your vitality by 70% of the amount successfully restored (meaning you don't heal if already at full armor). Increasing your maximum armor with buffs will also count as an armor restore for healing purposes.
My original plan was to make skills like fortify also increase maximum health, but as I described, some engine limitations made me drop that idea, since dynamically change maximum health had some serious corner cases.
Also, keep in mind fortifying at max health has yet another functionality: protect you from statuses blocked by physical armor.
it is what armor system should be!!!
Still working on a solution for summons, although I do see the bonuses for Health, I just assume those bonuses aren't enough for summons to be good. I'll keep on investigating and studying possible solutions.
Nonetheless, thanks for making this. It's a great idea.
I didn't actually changed any armor value, so that wasn't an issue. The direct damage is done by calculating the difference in armor values right before a hit and right after, and changing the current health to the correspondent right percentage, not actually dealing damage. Same for armor restores (save the previous and new armor values and set the new health to the correct new health percentage).
I did scripts that apply statuses that increase maximum health based on the amount of total armor of the character. This script is activated on several instances for players, such as equipment changes. For enemies, it only activates on level start, since they don't actually change armors that much. I'd like to dynamically change maximum health with armor increases such as fortify or frost armor, but some corner cases made me lose that idea.
Other ppl:
I'll look into the summon case and make sure our beloved incarnates and bone widows become strong again.
You should tweak the summons vitality though, this mods makes them very weak, maybe by working on that -65 value on the incarnate :)