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1) the ability to use source based infusions on summons that aren't just the incarnate champion
2) Infusions with no visible change to the target. This would allow buffed Characters to look like themselves
3) Oil, Cursed Oil, Cursed blood etc infusions.
or. if I were going to delve into modding, would these be feasible as a first project?
Thanks
May I put your link in the page just so people can find it? I'll fix other thing up and add more contents later.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2267201203
Enjoy
2. As you level up summoning school, summons' critical chance will increase.
not happening,why?
I came here specifically due to the same issue as @Baby_Naades
The audio file for Infusions (Warrior and Ultimate Infusion) is really jarring, especially when you have 2-3+ summons in a party, i have to take my headphones off, the bass and sound is overwhelming.
Do you know how i can mod this sound or are you able to please do it to make it much quieter?
Also I cant infuse my Condor with elements. I don't know if its intended. I tried both Fire and Acid and it states "invalid target"
@(CG) Dreezlam I made a new one so that you can choose what add-ons you want to customize your experience instead of everything all together, and most importantly for those who still using the old version can still have their loot unremoved.
For the record, I used the Bone Crusher from DOS2's exiting library, the only thing I did was tweak it a bit so it won't be too OP. I suppose that doesn't count as stealing another mod author's work since it comes from the vanilla game? Otherwise using any model from the engine is a stealing process. (Just so you know, all mods are packed before upload to workshop, means things inside editor will be empty and you can't actually copy someone's work )
@Fixx101 Yes. There will be more pets, more boss fights, more summons after.
Is this still being worked on and updated?
I was reading your coding as well, it looks like ALL of the summons still have the same old coding for infusions that wasn't working in the first place. For example: it references a 'Deathfog Infusion' but I see no evidence that actually exists, I'm interested to see if your 'multi-infusion summons' work as intended
You also stole that older Bone Crusher mod Steinar made if I'm not mistaken...
Please give the authors credit where it is due...
It would help a lot as a lot of summoned companions aren't affected by the permanent summon mod.
Apparently, the little bone Crawlers are unable to be controlled at all, just like totems. Kinda a bummer, but they are really meant to quickly harass the enemy and buy you time to set up your other summons, so ok. Thankfully, other summons seem to be controlled normally.
Also, it seems that all summons can recieve infusions, but any NEW summons from this mod collection CANNOT be buffed by Power/Farsight Infusion. You can sort of work around this by using the Warrior infusion on them (3 turn cooldown tho, so unless using an apply to all mechanic (which seems OP) its hard to constantly armor up summons from the backfield. (although default spells such as fortify/armor of frost would work as well.)
Second: The infusions dont work on the summons. I tried power, farsight, etc on the crawlers, and it kept saying "invalid target" and wouldnt apply. This is one of the main reasons i wanted to try this mod, so it would feel like a natural part of the game.
Third: Why, God, why, is the Incarnate's duration reduced to 5 turns? This wasnt apparent in the description, and other people's comments seem to confirm that this is a bug. I would really like to play this without infinite summon time (seems too overpowered), but the 5 turn duration for the Incarnate really bothers me.
Basically to solve it put this mod near the top of your load order and Odinblade near the middle bottom.