ComboMod Testversion

i can’t download it :frowning:

there is just this barcode and it does not go any further then telling me i shall download any app, which i will not do :smiley: can you upload it somewhere else please=? im pretty curious what this is, as i have not seen it anywhere before.

Try here:
黑暗圣堂DarktemplarV0.897hf.zip

It’s strange that this Mod does not have a language pack. I am not sure whether it can operate normally in the English environment.

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thank you very much, will check this later this evening :slight_smile: as said, never seen this as i am not able to understand chinese language unless i use sloppy translationplugins :smiley: very welcome!

“Dark Templar” This should be its English name.

that mod is a fullcopy of all the basegame databasefiles… xD good job! xD

Although complete, I do not think it is based on the latest version of 1.1.9.6.

yes a few files are missing, im just diving through it atm, at this point i do not feel in need to integrate anything from it tbh :frowning:

Correct! If it is a custom game, it is unnecessary to include the existing dbr of the game body.

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yes and pretty overwhelming if you just want to see what exactly has changed :frowning: that’s why i did my full restructure for a good overview also for the future :slight_smile:

I jus tried the Headhunter potion buff, it’s really fun with the increased movement speed and size we have a close feeling of power as in PoE.
I am actually quite surprised this potion skill chain with celestial skills attached by default didn’t crash the game as I was having this issue with regular skills.
It’s good to know the same thing with a potion skills seems to work, really strange.
Good job !

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Hey :slight_smile: Yes i know, was trying several things back in the day to make this work, i “think” it does not crash because it is added to the consumableskilltree, but that is just a guess. Cool you tried it! Great modwork from you okami! Cheers.

The only issue i have with it right now is that the itemtext is way too much scrolling, i remember i got something like this to work, alot of text, simply hidden, but i tried again with several values and could not make this work again :frowning: you have any clue what valuecombination it could be? something ui related it must have been, but could not replicate it. That would be totally amazing if we can get a short decription for it and hide all the skill stuff to not must scroll endlessly :slight_smile:

Usually these are variables in UI information.
For example ispetdisplayable set to FALSE will hide the pet’s skill from the UI.
I don’t know if celestial skills (skill autocast) can be completely hidden, maybe with trackeroverride or trackershowdetail to false?

yes i think it was a combination of the value “trackeroverride” with something i don’t know at this point :smiley: will check for this after updating the D3 Classes Mod this weekend, at itemintegration atm, i guess will be ready for next friday, then i will take a look into that buffpotion, really long ago, was setting this up while integrating your Shattered Affixes mod, one of my first mods ever for GD!
Cheers.

I tried to make it work on an enchant or a belt with a pet casting the skill but it seems if the skill is not casted by the player the attached auto casted skill (celestial skills) don’t work.

However depending on what you want to do, you can make a belt that gives a skill modifier to the headhunter potion skill to last longer (for example) because potion skills can have skill modifiers.
Or, if you add the last charged buff 12 to the consumable skill tree you can also make belt with a skill modifier that changes the summoned pet to drop a hh potion on death.

A way of making the Headhunter buff on a belt/enchant could be to make it as a new celestial power that can be attached to any buff, with a duration of 0s and a X% proc chance with a cooldown.
The Headhunter belt would then just add a celestial skill modifier to increase duration so only players with this belt would be able to use the HH skill.If you are interested in this I could test it if you want.

Anyways lots of fun with this skill.

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This is my modified ComboMod 0.4i, which includes @JMD’s Grim UI X-Mod Hoarder (Because it has more inventory capacity) and @okami29’s Blade Vortex and Heliquary Source

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Cool idea, but wouldn’t it force the player to use the belt as a “best in slot” item? Feel free to do so and try it out, as the basic idea is from you anyway :slight_smile: Should be worth a try to optimize and further stylize this mechanical item, i feel honored you like it! Make a video then please :slight_smile:

I don’t understand the meaning of this sentence. Where is “forcing players to…”? :eyes:

Great :slight_smile: Yes i tried the X-Mod Horder and sorry to say this, but i don’t like this style that much, and it is not that mega much more then we already have :smiley:
About Blade Vortex → yes, that one should be worth to integrate, with some additional balance changes for sure :))
Aaaaaaaaaaaaaand about Heliquary… you can read my mind? xDD THAT mod is on my list for a long time, have even also integrated it “just” for myself at one time, wanted to make this a “hub-zone” for Omega, aka “The Omega Sanctum” but mapmaking was unfortunalty pretty draining on my courage so i decided to cancel that for now, but its not from my list :slight_smile: Integrating that was pretty easy but comes with some flaws, for example all quests were reverted. Also IF Crate will make any changes to the mainmap, everything would have needed to be built again i bet :frowning: i do not think there will be any changes by Crate to the mainmap anymore, but who knows :smiley: Integrating that mod (Helliquary) is on my list still, as a finisher to try again when everything else is in line :)) I can heavily imagine how that would work out, would be very cool, but comes with ALOT of work to fit that in :)) Would even make it possible to disable most Portable NPC’s and simply add them to the Sanctum, tried that even and worked like a charm :smiley: Also tried to link new areas, but that did not work, but that could maybe be due to unknowledge :slight_smile:

“to force” can also be “to constrain” :slight_smile: