What does it have to do with the belt slot? All skills are in the talent skill tree
I can roughly understand this paragraph.
about HeliquaryâŚI changed its entrance to Devilâs Crossing
Google Translator is your friend xD
the entrance in The Conclave was pretty fine i think, can you please show/explain how to make such a portal that leads to a newly created areal? i know it has to be linked but i remember i could not make it work as i tried, would be very cool to see âifâ it works i bet so, and i bet so too you can do this
Yes, I am using this.
yes i tried this exactly the same way, grouped both portals together but for some unknown reason it did not let me link it to a newly created areal i will come back to that for sure, but not atm as there is sooo much left undone, and there are other âeasierâ things that i want to realize before i dive into the mapeditor once again :)) please try it for yourself if it works and make a picture again: create a new blank areal only with an endportal and link that to the startportal, which is still in Devils Crossing That would be the start for the Omega Hub Zone, which might obviously, with that working, could lead to âVARIOUSâ new areas, maybe even D2 mod map xD
Oh, the map editor of GD seems to have a capacity limit, and it is unable to integrate sources exceeding 2GB. If the limit is exceeded, an error will occur in the build process. Therefore, we canât link too many third-party maps. The solution I can think of is to remove some idle areas in the main map to reduce the source capacity.
My map also tried to link to several other regions, which are all idle blocks of GD.
If you are interested in this, I can provide the source for your reference.
this is great to know! yeah sure you can upload it and i will check into it after updating the D3 mod very interesting! yes the map editor is pretty clumsy xDD thatâs why i broke with it several times but, yes will look into it as soon as i have some spare time
My_Maps_Source_for_GD1197.7z\mods\gdx2\source
Change the path âmods\gdx2â in the compressed package to your own working directory and you can browse with the map editor.
Here is the Headhunter mod 2.19 MB file on MEGA
As you can see the buff is a Celestial devotion skill that can be attached to any buff.
Base duration is 0s (and 30s cooldown) so it doesnât have any effect.
When the player equips Headhunter belt it gives +20s duration which makes the skill work.
About BiS item, itâs a similar issue as PoE, most endgame build use HH when mapping.
One way to balance it (while keeping the same effects) could be to add empty passive devotion points in the Headhunter constellation as requirements to unlock the Headhunter skill, this way it has an opportunity cost needing to spend more devotion points.
Another way is to increase the cooldown on the devotion skills, this way you keep the âgreat excitementâ effect while the skill is active but itâs less often active (or requires more cooldown reduction to make it more frequent).
Or if you find it OP you could keep the current HH potion buff and the belt could only increase the duration of the potion skill but that wonât be the same convenience/feeling as HH in PoE.
Very nice thank you i will look into this
Giant Pets.zip (95.0 KB)
Hello, okami29
This is a small Mod made by a Chinese player. I just want to ask you two questions:
- Can you make wings like these as a talent skill without using item skills? (You may need your wings resource. arc)
- Can the giant skills here be controlled freely like wings, instead of depending on duration?
This is amazing! Will check for this and for sure, this could be a better way to implement this with that belt and the additional devotionskill. Awesome! Great work, will look into it after D3 update is complete the next days
Hello tt300 ,
I am not sure what you mean.
Wings are just cosmetics mesh fx.
I made them on the medals item slot because it allows to be changed easily at the illusionist.
But you can make these effects as buff skills that can be toggled on/off if you want.
You would need to create some toggled buff skills that have mesh fx and assign these buff to either the initial base skill tree (creatures/pc/malepc01.dbr and femalepc01.dbr) .This way these buff would be available to any character of your mod right from the begining without any item.
My poor English may not be able to express it clearly.
I want those wings to be used as their practical skills, rather than for appearance.
Just like this, click Open, and then click Close.
Yes it is possible.
You would need to make new skills with the template skill_buffselftoggled.
Then put mesh effect for the wings in the variables of these skills.
Then put these skills either as item skills or in the skilltree from male and female dbr.
But I donât want to spend time to do this, itâs easy but time consuming to do.
I will post another version with reduced FX (because it hurts the eye when you have so many FX) and a gem( component with the template itemrelic) : augments can not have skill modifier but component can so it would be a different way to solve the issue with HH being the BiS belt.