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1. Reduced taunt chance to 20%
2. Reduced chance to grant Barbed Wire to 50%
3. Reduced chance to restore Physical and Magical armor to 50% (separate chances).
Thank you for the feedback everyone. Apologies for taking so long to get to it. Please let me know what you think of the changes.
Also as a side question, the extra abilities (Chance for hasted on hit etc), are they invisible or are they meant to show on the weapon stats?
I absolutely adore the changes to runes and source orbs! You made it so much more interesting to use them!
@TLBrethren I use DU and CO as well with no conflicts. I do not use the other 2 mods, but they use Norbyte so there shouldn't be a conflict. In any case, I would recommend moving my mod as far down the list as possible without causing conflicts with other mods you are using. Mods at the bottom of the list are loaded last and therefore override previously loaded ones. If this doesn't work, you may also want to begin disabling mods you think might be the issue until you find the one that is conflicting/overriding mine.
@DontBlinkX Thank you for the feedback. I have found this to be true myself and have also heard it from others. I have updated the Shield Rush skill. Please see the patch notes.
https://drive.google.com/file/d/1iFO9_fmoW6CTcbmAhzU5YwwDrdmEEbhN/view?usp=sharing
Unsubscribe from my mod and copy that pak file into your mods folder to see if it helps. Let me know. Thanks.
Overall, I'm going to say that my initial issue where it was happening with everyone probably had to do with versioning issues on some of my stuff and the later stuff is probably an artifact of the AI being weird and knowing to avoid a situation where it will get a reactionary stun along with the weirdness of the taunt mechanic. Either way, no more concerns about the mod itself.
Good job on a good mod :)
Given that you say it should be working and the fact that versioning on my mods apparently might be an issue I'm going to go for the nuclear option and fresh install everything. Maybe that will clear things up.
I'll let you know if that fixes the issue.
Tests showed that when I put your mod higher in load order than CO that Shield Rush worked perfectly and enemies didn't bug out, though I lose all of the weapon changes in your mod. Additionally, I dug into the files and near as I can tell the stun isn't at fault either since CO uses the same method that you use to create the reactive stun to do something similar.
The best I can tell is that by having your mod located lower in load order than CO I overrode the _Shields category from CO and your version lacks certain data that CO is looking for, thus causing the error.
Not really sure how and there could be other interactions between the two that I didn't notice. Anyway, at this point my only real option is hoping that you can find it in the kindness of your heart to make a compatibility patch of some kind I suppose.
Whenever I'm using a shield, the moment an enemy attacks me and the shield stun come into play, or if I use Shield Rush, the combat AI bugs out and all enemies stop attacking for the rest of the combat. Additionally, the enemies who are within the radius of the Protection Aura stop moving while enemies outside of that radius move to the edge and then stop.
I tested this by starting a combat and in one case Shield Rushing in and in another case just walking in. As soon as either the reactive Shield effects or the Shield Rush skill are put into play the enemies just stand there. I clicked through probably over a hundred turns in both cases to make sure that it wasn't just another effect causing this and it was consistent. And to confirm, I disabled this mod and the combat AI began functioning as normal again.
I'm really enjoying the mod otherwise, but the inability to use shields unless I want this bug to occur is kind of a damper on using it.
@Spazz, not sure if you've tried the Resonator class mod, but adding that really made my tank feel tankier and much more useful. I think with the shield rush additions that this mod brings, it's going to be perfect. I'm not using DU though, so maybe your use case is different than mine.
Also, if you want my mod changes to override that one, just put mine below it on the mod list.
Thank you.