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In known issues you have "This mod overrides the Blademaster skill's base damage buff, which ignores its setting in the default ini files. To get around this, you can set the skill's base damage in the mod's own ini files. I should fix that at some point..."
Good news! The added aim bonus works! I don't know what the issue was - likely a conflict between the ModBuddy version and the Workshop version of the mod, but I see the extra aim in the calculations now.
Bad news! I accidentally left in the massively overpowered 100% extra aim bonus I was using for testing. Oops! I'll fix that some time today, likely within the next 10-15 minutes. Sorry about that!
If you're interested, I can push an experimental update (don't worry, it won't break anything) with the added lines for the aim bonus and see if it'll work for you.
I mean, the "obvious" fix is easy - just copy the added accuracy bonus effect into Blademaster Enhancement. I've already done that locally and the mod still works as it did before. If you want, I can just push that and see if that helps. But I can't confirm the existence of the vanilla bonus so I can't confirm if my fix works.
If anyone can tell me how I can tell if the Blademaster aim bonus is active or not, that would help a lot.
HitModEffect.EffectName = 'BlademasterAim';
Besides, my character has 80 aim, and my Slash attack lists 80 aim + 20 weapon accuracy (which comes from the sword itself) -10 (from enemy defence). No Blademaster aim listed.
What do you see in the extended accuracy calculation that I should be aiming for?
Can you do a test for me? Disable my mod entirely and see if the Accurate Swords mod works without it. If that's the case, then there's something going on on my side which I didn't intend. Because I looked through both mods and at no point have I touched anything to do with ranger swords at all.
There's the mod. I don't know anything about modding, sorry. But I have both your mod and the 100% accuracy mod on and My sword only had an 85% hit chance in a mission the other day.
I'll have to look at the 100% accurate swords mod itself to tell you how that works, but my guess is that's dedined either somewhere in the ini files or in the Slash function in the class files. I could be wrong about this, however. Can you provide a link to the mod so I can have a look?
How can i make the swords 100% accurate with this mod?
So it still works - that's good to hear :) I'll try to alter the mod so it works off of weapon tech level instead of weapon name, but that would involve me overriding the creation of the offending sword. Apparently, we can override static methods consistently now, which is what I'd have to use to fix that.
Well, I could override the base functions where the swords are created and fix the bug myself, but I'm not sure how that would be done.