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This mod, for all intents and purposes, is retired. I've re-released a version with a trimmed down skill list, better scripting, and utilizes the Script Extender and LeaderLib. These tools and changes allow the mod to handle things better, be more reliable, and most of all, easier to manage.
However, since the Script Extender is impossible to use with Macs, etc., this version of the mod will remain available and will receive fixes to severe issues if they should crop up. The mod WILL be unlisted, however, and findable through a link on my Shared Resources page and from the google sheet with skill lists.
Thanks to everyone who has provided feedback, subscribed, favorited, and supported the mod and my work!
Short answer is no, mostly because the mod isn't really going to receive changes and because stances are meant to work with melee weapons specifically and exclusively. Secondarily, even if I made the stances not be removed on equipment change, monk stances would remain incompatible. Both Feenex and I use Status_STANCE for the stances and those automatically have exclusivity hardcoded - meaning you can only have one Stance status at a time. This is intentional on my part as I don't want people stacking up these passives between several of my own mods.
@Tribak
For the same main reason as Vulban's - this mod is not receiving updates and changes like that. If you have another mod that touches Vanilla warfare skills, place it below mine in the load order.
I highly, HIGHLY recommend Norbyte's Script Extender (and Leader Lib) which both help address Aura Spam to some extent.
Unsure what you mean. If you mean it's being applied like an aura, that's intended. You're only supposed to have Evading when near the protector, and it goes away when you leave the aura. If you mean something else, I will need more information.
Update pushed to correct the Deep Wound issue. Thank you for the report!
But somehow I can't seem to get Deeply Wounded to work. I used Eviscerate to apply it.
The damage from the skill is there, the debuff is applied, but the enemy's max vitality stayed the same. When I hovered over their stats page, on their vitality there doesn't seem to be any debuff. (the red negative numbers). Or maybe the debuff is just not visible visually?
The other buffs/debuffs seems to work fine, just Deep Wounds.
I wonder if this is caused by mod conflict?
Thanks again!
The tweaked vanilla Warfare skills are fine, I just don't want enemies to get the new skills.
https://steamhost.cn/steamcommunity_com/app/435150/discussions/0/3159763879064256593/
The name of Warfare Expanded's *.pak file should be:
cleric_warfareexpanded_70fa2e46-cbed-4db6-8a9b-0e95e78add65.pak
1.) If another mod did not edit merchants properly, these skillbooks will not show up. Even after a level up or merchant refresh
2.) This mod adjusts the base warfare attack skills and enrage, and any mod that edits those skills will conflict as only one version of the skill will show up in game.
At the moment, no.
I just pushed an update for an issue which gave all the skills to anyone who earned Rage (which includes enemies). The only thing you should have to contend with after the update is that Max Rage enemies will acquire Decapitate and Enraged enemies will gain Max Rage immediately.