Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It does, however, have an issue; it completely breaks all three Troll Kings in Bethesda Susa.
For Jotun, Who Parts Limbs, it makes it so that he is unable to use his signature axes, both throwing and two-handed, since they don't have the gigantic modifier; this completely changes the dynamic of the fight, causing him to simply flail around with his fists instead of exhibiting his intended behavior. This could be fixed by giving all of his axes the gigantic modifier. Alternatively, the problem could be fixed for all enemies by making it so that any gear generated within gigantic enemies inventories gets the gigantic modifier applied to it.
Even worse, it replaces Haggabah, Who Plies The Umbral Path's adumbral hands, which do a unique damage type (umbral), and are one of the most interesting parts of his boss fight (especially once the player cancels his invisibility with night vision goggles and heightened hearing). Both hand-replacement problems could be solved by either making a gigantic version of each Troll King's Fists, like you do with some other natural weapons, or by making it so that these fists take priority over Gigantic Fists, overriding them.
If you don't have that skill toggled on, then you should be able to attack with multiple limbs. We haven't intentionally placed any limitations on attacking with Gigantic Fists.
Makes total sense you cant wear non giant armor... but being unable to hold non giant items makes no sense, like fidget cells, I can't hold one, why?
There's a lot of things like that, which makes playing a giant really frustrating, so many things that really should work logically just don't.
Couple of common ones we've got a working fix for we're yet to deploy, or are in the works:
- Temporal Fugue currently breaks the natural weapons.
- certain equipment can and can't be equipped under unexpected circumstances.
- burrowing claws lack their wall penetration bonus and number of hits to destroy walls.
If it's any of those it's on our radar.
When, if, you post the error log, if you've got handy a list of the mod's you're using, that'd be helpful to.
the walls issue here:
https://github.com/hyd-n-plyn-syt/Gigantism-Plus/issues/33
the floating nearby issue here:
https://github.com/hyd-n-plyn-syt/Gigantism-Plus/issues/34
things like whether the mod is up to date, whether you've got "Hunched Over" toggled on, whether you've got "Burrowing Claws" toggled on, and any other info you can recall that would help us reproduce the two bugs.
I'm unsure of which aspect of this is causing the bug.
Also my floating nearby slot is completely unusable. I can't even activate it to see what fits.
There will be an update soon though with the fix.
I think there should be some thinking with what you can and can't equip. I wanted to equip small boulders to lob them but since they don't have the Gigantic modifier I can't equip them.
I look forward to updates!
The fix should not only now apply the adjustments across saves, it should apply when loading an old save it previously didn't work on.
Once the workshop version is updated, if you toggle the "rarity option" or "tinkerable option", just "save & quit", then load the save. It should take effect once loaded.
If that's intended then fair enough since it's quite strong, but I wasn't sure if I was being very unlucky or if it's not available post-creation.
I can save+quit and I will retain my ability to mod gigantic onto items, but the moment the game exited and relaunched, I lose that ability and the datadisk becomes unspawnable. I can still tinker in every other way, but gigantic seems to revert to its vanilla behavior in addition to removing the disk/knowledge (can't reverse engineer/cant tinker it). Using the command you suggested (datadisk:[mod]ModGigantic) simply spawns in a random datadisk every time.
While I don't really know how CoQ mods work, does it have do with the Harmony scripting stuff that crashes the game on exit? In the meantime, I will try to avoid closing the game because it's a great mod.
If you've given it a good go trying to find it, you could wish for
datadisk:[mod]ModGigantic
(case sensitive) and it should place it in your inventory. It would be good for us to know what the interaction is that you believe is blocking it, though, so we can investigate and fix it.
Thank you for the fix. It now works, I did have to disable "More Moddable Tinkering" and "Tinkering Mods Mod."
In the interim, if you're confident to make an adjustment to the mods files yourself,
This mod is found at the bellow location (assuming a standard install):
C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3418224643
Open the Mods.xml file in there, go to line 3, and change the below:
Tables="Gigantify"
to instead be
Tables="Gigantify,CommonMods,PotteryMods,ShevaPotteryMods,EnergyCellMods,GrenadeMods,NuggetMods,GemstoneMods,TonicMods"
That should get it working until the fix is pushed.