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Planned Update (no release date)
[list]
[*]A rewrite of the charge mechanic with an altered system I tested in a ttrpg one-shot. Centralized charges within each 'school' of mental mutations, with a charge locking / recovery system adapted from cyberpunk's netrunners.
[*]Heavily improved support for animate weapon. It was a post-release addition, which was a bit rushed. Adding support for tinkering and dismissal.
[*]Adding a skill tree where you acquire and improve telekinesis mutations for skill points. It lets you plan builds better and I float a few thousand skill points on espers anyways.
[/list]
Regardless of a content update, you can expect a bug-fix for the animate weapon freeze within the next few days probs.
I actually kind of like the slightly jank animation for Telekinetic Barrage, feels like you're doing the biotic charge from Mass Effect.
https://pastebin.com/c5wx7tGe
P.S. while this is not true for all modders I always appreciate people letting me know when a mod needs an update. It helps me keep track of which mods need an update each time I return from a break.
Enjoy 1.0, live and drink, and hope you have a swift recovery!
https://pastebin.com/ufuVLwyX
As for your suggestion I do like the idea, at the very least I plan on expanding animated weapons to better implement tinkering mods into the animated weapons, both allowing for all tinkering mods to work on the weapon itself as well as expanding their effects like slender giving it DV.
As for the opposite-way-round it isn't that hard to save a creatures full status, I just need to research and manage how many and which weapon's creature forms to save. I was concerned that saving these stats would bloat your save games and cause memory issues on long lived characters.
1. The weapon's health is its durability
2. The weapon's health is your control over the weapon
I went with option 1 because most enemies can't strike incorporeal stuff and the game does not have a good system for keeping track of non-living objects meaning infinite reusability of weapons.
If you want to enable the weapon to drop and are willing to do some slight coding, save a copy of the weapon pre-brain-attachment then add it to the weapon's inventory as a drop. There is some weirdness as the creature IS the weapon and the special body type I used may not be able to carry much.
I plan on adding an ability to turn your companions back into weapons at some point once my schedule clears up.
My enemy nerf threshold is "stronger than a galgal" and I think this qualifies.
Because just (Ego Bonus) gets ridiculous. As-in, I just one-tap'ed a Girsh Nephilim with it, due to low-triple-digit Ego Bonus and a Two-Handed Zetachrome Long Sword.
Thanks for the offer but I don't have any plans to take donations. I personally like to keep money and hobbies separate. Regardless I am very happy to hear you enjoy my projects enough to consider doing so!
I am extremely impressed by your dedication and our aligned interest. I was reading the thread from the bottom up and was going to look into following your instructions, but it turns out you already did it! Huge thanks, now I can be Kreia! Do you have a Ko-fi or any kind of donation app?
Also, I really want to get into CoQ modding and C#. Maybe once I finish training in this new job, I will reach out with questions when my journey begins.
The behaviour is still the same, I see the option and can pick it, but upon picking it doesnt get confirmed, throwing me out of the selection menu and upon reopening is grayed out, only to be again pickable next round.
I was able to test telekinesis on tinkering, telekinesis can be used in disarming, examining, hacking, tinkering, and repair. It is possible there are hidden properties I missed so I appreciate your patience and detailed bug reports as you have previously provided.
While I was digging around the source code to find out how the game processes Sifrah I found there is a fully implemented telekinesis mutation already in vanilla that does not appear to be used by anything. I was either blind or it was added in the months since I began work on this mod. In the future this means the 'telekinesis' mutation of this mod will either gain all the features of vanilla telekinesis, or this mod's telekinesis will get renamed.
In the Sifrah minigame, you get a bonus option when you have the Telekinesis mod from the same person (like this one also just named Telekinesis).
At the start of this playthough, I had both enabled, yours apparently overwritting the effects of the older mod. However, with your mods Telekinesis mutation, I still get the extra option in the minigame, but bugged to not actually work. (I have since removed the older Telekinesis mod, and didnt notice any issue, but the minigame is still bugged.)
Just in case its something you can/might want to fix, I thought I'd mention it.
I am aware that "it works on my end" is not the best answer to hear and my goal is to help as many people enjoy my mods as possible. Worst case I can create a patch that works for your specific load order.
Force Punch works, however. Though I didnt get to test if it did pre-patch or not.
I wasn't planning on making this update for now but I liked the idea and I couldn't sleep. Also this is a few days late but Mrs. Witch is preferred, thank you.