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When you equip a spellblade/elemental weapon it will trigger a buff to your weapon damage (a status effect similar to fire brand or envenom weapon), however its size will depend on your intelligence stat. This applies to the spellblades/elemental weapons only. If your looking to separate the intelligence scaling from elemental weapons, you may want to look into my brand new mod "Nexus Skills". This mod adds summoned weapons that somewhat fit your description - these weapons are however tied to the summoning skills and I have introduced a skill that boosts their damage based on intelligence, it is however not mandatory and only applies to these weapons. If you look through the workshop you may also be able to find a different take on elemental weapons. I hope you find something that works out for you :)
"Putting points into the intelligence attribute will no longer be wasted, as having higher intelligence will trigger increasing buffs to weapon damage. Note, that this damage bonus will generally not be as significant as putting points into strength/finesse exclusively, as long as you are not wielding a very under leveled weapon."
Do you mean intelligence now impacts all the weapon damage you do ? Or only the spellblade damage ? Also would it be possible to only use the "added elemental weapons" part of the mod ? Because I honestly love the complexity of balancing a build around the given set of stats, and I feel like giving more buffs to intelligence would give this stat too much impact :/
Thanks in advance !
I'll post my mods and loadorder in case someone else runs into this or if it will help you figure this out.
Character Creation Plus
More Character Colors
Leaderlib
OdinCore Mod Services
Let There be Tooltips
Crafting Overhaul
Fort Joy Respec
Interesting Uniques
Better Origin Skills
Potions Give Empty Bottles
Resting Restores Source
Slightly More Civil Ability Points
Empowered Leadership
Full Loot
Good Chemistry
Level Up All Equipment
The Fort Joy Librarian
Toggle Sprint
Better Sir Lora
HappilyEmmieAfter
Pet Revival
Bartering Tweaks
Rendal's NPC Armors and Weapons
(All Odinblade classes)
Hybrid Spells Expanded
FurryTailsAdventuresGuide
Simple Carry Weight Increase
Innate Talents
Increased Memory
8 Max AP
Upon combining a weapon with an essence (used a blue "Spike" spear with +1 finese and 20% chance to set bleeding) it completes and shows an icon for the new weapon but it doesn't show up in my inventory and ~3-4 seconds afterwards my whole PC freezes up (not just the game) forcing me to hard reboot. Happened twice now.
The only potentially conflicting mods that come to mind are Crafting Overhaul and Odinblade's classes but to my knowledge I used a vanilla weapon and both mods only add new stuff, without modifying vanilla assets.
I'm using the mod load order guide, first loaded this after Crafting Overhaul, second attempt after Odinblade's stuff with the same result. Could try loading before Crafting Overhaul but honestly don't want to be forced into hard rebooting again.
Also, thankyou for the kind words :)
I have a followup question, which is very simple: Have you considered spellblades via vendors? If this is doable I would be your top fan forever, I promise.
Reason I wonder about this is,
A) I love your idea of changing the armour resistance to knockdown and such, as it makes real elemental fighters viable. I love your mod, btw. Like, really well done.
B) Being able to browse through a stock that restocks every 2 hours (I believe it's 2 hours?) would be so fantastic, as you could MAYBE even find Legendary or Epic weapons, and not just the Common type crafted. This would mean you would still have to be very lucky to get that 10/10 weapon with all the added benefits, effects, etc.
If this is something that can be done, maybe even skills could be added to certain spellblades in place of effects, like with the weapons already in the game.
Keep doing what you do, mate!
Your second idea, about keeping the effects was actually the same as my initial vision for the mod. The reason that this is not how this mod works, is because I could not retain those effects, when transforming the weapon in crafting, to allow for a new damage type. Sadly, AFAIK there is no real way to keep track of what boosts/skills are associated with a weapon, and so I can't transfer them, when creating the new weapon...
As for the essence affecting the spellblade - it already does. Its not a big boost, but higher quality essence should increase the status chance of the element the weapon is associated with.
I am trying to convert a Legendary spear into a spear that does water damage, but this spear has certain effects and skills granted that I really enjoy, and if I convert it most of these effects and skills are removed.
Is there a possibility in the future that you would look into this, and maybe alter the randomness factor so that the effects are atleast tied to the Essence used to craft the Spellblade, and make it so that the converting doesn't remove skills granted from the original weapon?
Another way to do this, if possible, is to remove the effects granted during the converting alltogether, but keep the original effects. In other words, just change the damage type.
With lower level items, atleast that I know of, are not granted any effects so the second option could work, but it does remove some of the fun with your mod.
Anyway, I really enjoy your mod and I love being able to knock people down via magic armour depletion! Great work so far!
I am using your mod alongside with some other mods that kinda use "Spellblades" which are Odinblade's Class Overhauls and 'Elemental Weapons (magic dmg/INT scaling)'.
The fact that your mod enables knocking down via depleted magic armor is very interesting and helps a lot with these kind of builds. The only problem that I've encountered is that it only works with weapons crafted via your mod. And these weapons scale off of STR or FIN which doesn't help at all if all the spells, especially Master of Sparks/Volts (Odinblade's Class Overhaul) still scale with INT.
I have no idea about modding D:OS2 DE in general nor do I know how your mod works but do you think it would be possible to get weapons that deal elemental damage, scale off of int AND can knock down enemies via depleted magic armor?
Just tried to build a Mage fighter with a spear, and it seems that spears don't trigger the spellblade buff.
I just build one with water essence, the tried with a 2H Hammer, the 2H Hammer triggers spellblade, but the spear don't.
If we use a divine weapon to craft something we get a white weapon with same damages, but bonuses on the weapon don't make it a fair trade.
Are you planning to work on item quality system to have something a bit better than a chance not to have a nearly basic item when using a divine item ?
It feels just a bit odd that a weapon with crit, cleave, atrophy, handicap, and two more but i don't remember what finish as +5% crit chance 10% chance to poison 10% chance to
asphyxia.
Anyway everything else works well, and it is a very good mod, thank you !
Appreciat your answer!
DE: Yes, it was made for it
Add mod midgame: yes - all should be fine
For the mod load order, it would depend on the other mods - although mostly it should not matter much at all. If you have mods that alter *existing* skills, you should place this below those, to get the full effect from this mod (i.e. dynamic status resist).
If you have mods that alter existing weapon stats, place this mod before those and no functionality should be lost.
This way the mod should not prove too obstructive - although if you find any issues, feel free to let me know. Hope you enjoy it :)
Could I add the mod middgame ? ( I am at fort joy ) , do I need a new save or a completely new game start perhaps? Or is it safe to add it where I am right now? Thanks in advance!
These are the only questions holding me back :D
(If could recommend where to place it in the load order that would be also amazing )