unfortunatly that character seems to be borked out, for whatever reason, loaded it also up with GDstash to see what is going on but no clue tbh strangly the same character, which you sent a few days ago, is still working, with even more stuff in inventory, so i can not tell what it was causing it, sorry, but at least i can give you your character back with some new stuff → _OTHER_COMBO1
thats sad, thanks you for sending my save back, but I put it in the same location as current save, it doesnt show up ingame, is there anything else I should do?, this is the 1st time I do this
i can’t really tell you what caused it to bork out, make some more backups over the next time please and see if you can replicate it, would be great to know for various reasons <3
I was really wondering why i did not encounter a single normal Nemesis Boss after latest gameupdate, simple reason is that i forgot to update the needed “gamefactions.dbr” and according faction controllerfiles, maybe even a reason for random crashes, don’t know if those “failsafes” which Crate implemented work there aswell, were blanked, now filled and Nemesis Bosses made a return to Cairn xD check it out in the Nil-version when its uploaded in a few moments, then have a drink like me ;D
Its mod keeps getting better and better, the balance has improved a lot, I really liked the new news, as for having a drink it would be good hahaha I have already played drinking and it gets much more fun, weekends at night I like a few glasses of wine or martine, I will do it tomorrow, thanks for the suggestion.
IMPORTANT FIX: basegame updating → “gamefactions.dbr” → forgot to set the values for the newly changed nemesisspawn mechanic here! maybe this was even a random crashcause, i am not sure if those failsave values also were applied to this here; furtermore INCREASED the MIN-AMOUNT of the nemesis-spawn-counter via the “controller-faction” files a BIT to feel a bit less intrusive
CHANGE + “MAYBE” A BASEGAME ISSUE WHICH NEEDS TO BE FIXED: all Nemesis Bosses STILL feature their scriptfunction to spawn their NEMESIS TROVE, which is not available anymore with the new spawnmechanic, i think this is an issue that needs to be adressed by Crate…! REMOVED THIS OLD BASEGAME SCRIPTFUNCTION from ALL NEMESIS BOSSES and added the scriptfunction from Omega which was intended to spawn an ONB from a Nemesis Trove, now turned into a function to ENSURE SPAWNING OF AN ONB ON ELITE+ BY SLAYING A REGULAR NEMESIS, rest is same as before like for opening of the Trove before! REMOVED the LOOTCHESTS from the mod…! adjusted the Conversations (Omega Questgiver + Crazy Mike) for this, nothing too special, just a bit of textchanges; furthermore REMOVED the CHESTLOOTTABLES FOR NEMESIS BOSSES AND ADDED MOST OF THIS LOOT TO THE NEMESIS BOSSES THEMSELVES, via miscloot AND perPartyMember drops! felt pretty much unrewarding without the Trove to me correct me if i am wrong on this please!
CHANGE: new character modstarting → conversation with Hangman Jarvis → added a new action to give the “TOKEN: COMBOMOD_CHAR” at the same time the Mindawn-Script grants the expansion quest from The Emissary to ENSURE this token is granted to new modchars;
CHANGE + NEW: new character modstarting → removed the ComboMod LORENOTE from the questreward granted by The Emissary, it is now granted from Hangman Jarvis by accepting his task and for IMPORTED CHARACTERS a new tagged lorenote is available from the Omega Immortals leader; texts on both lorenotes are NOT final, suggestions are welcome as usual
CHANGE + FIX: Lost Treasures → further adjusted the script, seperated the spawnfunction to spawn a guardian at a Devotionshrine from the one to spawn one at a oneshotchest location to prevent strange spawnbehaviour, furthermore increased tags for “Guardians killed” and cleaned up creature databases;
FIX: D2 → forgot to add the RUNES… xD → created new mastertables + leveltables + tdyn’s for this task and added to Vision Bosses + ONB’s + HERO LOOT + TREASURE TROVES and some special chests all accross Cairn;
CHANGE + NEW: all Vision Bosses have a new buff that prevents them from dying TOO fast, simple buff which can activate on hit for 6 seconds with 60 seconds recharge that adds some damage absorption + health restoration;
CHANGE + FIX: Vision Bosses → all of them have been added with NEGATIVE STATS TO THEIR initial auraskill to reduce the overall threat for low level characters up to level 20-25 → reduced regeneration, oa, da, str, dex, int and health; furthermore decreased the defensive-power of their initial buff for low levels a bit more; in addition decreased the overall offensive-power for SOME of their skills especially for low levels;
CHANGE + FIX: FULLY REWORKED the Headhunter mechanic due to alot of crashing while having it equiped (the Leatherbelt!) → the newly created buff works different and now has 100 charges without that chain, still a colossus template to apply bigger charsize via AUTOCAST, this seems to work crashfree and also more stable on performance, SO FAR
NEW: another consumable has been created → the STRONG HEADHUNTER ELIXIR! it can be obtained as reward for doing Omega Level Quest 100 and beyond, it’s the same CHAIN MECHANIC as on the OLD LEATHERBELT, accordingly stronger then the Weak Elixir → BOTH ELIXIRS can now be bound to the hotbar and can ONLY be used individually by their classification to avoid OP²mode! → EXPERIMENTAL THING TO SEE IF THIS ALSO CRASHES OUT WHEN ADDED AS A CONSUMABLE WITH A “SKILLTREE”! → ran alot of testruns, Elixir and Leahterbelt combined and NO CRASH SO FAR… needs some more FEEDBACK!
FIX: Omega Enemypacks → adjusted deathparameters due to some weird despawn behaviour, especially on the wolves;
CHANGE: Heroarchetype Diseased → increased overall offensive-power a bit;
CHANGE + FIX: Hero Archetypes → Portal mechanic → the initial buff of any Hero Archetype has increased uptime and has an increased chance to be activated, furthermore the chance to spawn a portal while on that buff has been increased aswell and the uptime of the Portal itself has been slightly decreased → should give the Portals a bit more dynamic effect while fighting the Archetype; additionally decreased the defensive-power of the initial Heroarchetype buff for lower levels!
CHANGE + FIX: Shattered Realm → adjusted Blacklist + Allowed-Items-Droplist → no more ABSURD amounts of Celestial Essences;
CHANGE + FIX: D3 → animations → LeapingSmash → SKILL SPECIALANIMATION FOR THE BASESKILL TEMPORARY REPLACED WITH SPECIALANIMATION “JumpAttack”! furthermore REMOVED “LeapingSmash” + “LeapingSmashFire” + “LeapingSmashCold” completely as animation for now due to the limit of animations we have! added a “TARGET FXPAK CHANGE” to all needed modifiers to differentiate the attackstyle nonetheless!
CHANGE: D3 class Bloodknight → skill “Leaping Smash” → added an AUTOCAST to it for an additional FX on attack due to the missing/changed ANIMATIONFILE;
CHANGE: D3 class Monk → skill “Mystic Ally” increased the spawn animation speed;
CHANGE: D3 class Barbarian → skill “Call of the Ancients” → their buffskill “Together as One” now grants “damageAbsorptionPercent” up to 25% at max level, instead of flat damageAbsorption;
CHANGE + NEW: D3 → SHRINES → D3 Bosses from Devotionshrines → NOT USED BECAUSE WE ALREADY HAVE THE VISION BOSSES HERE (-> DNBs LIGHTVERSION) which can appear randomly anywhere after collecting a Grim Soul → due to this change, all BOSS SPECIFIC MI gearitems have been added to the VISION BOSSES accordingly with some Tag changes (for example Butchers Sickle has been renamed), some minor changes to the new MIs and some cleanups have been done aswell;
→ CHANGE: D3 → NEW ENEMY VARIANTS + NEW ENEMIES → all of them have turned into new ENEMYPACKS → Aetherials01 + Chthonians01 + Undeads01 → created a POOL and added them to the BASEGAME PROXIES, like for the Omega Enemypacks!
FIX: Random D3 crafting at Etram Fald in Tyrant’s Hold is now correctly tagged and linked to RANDOM01 instead of RANDOM02 to avoid getting a Blood Shard in return instead of a gearitem;
LEFTOVERS: D3 → some crusader gear needs to be synced with newest basegame changes + the new wings will be added in one of the next patches!
VARIOUS: GDmodsuite Error Resolving DONE SO FAR; various minor tag adjustments + cleanups; various updates to the PDF;
Finally managed to organise some time for GD about to start a new char after a year, can’t wait to see what you have been cooking, @ashbrain ! big kudos for keeping it alive, I used to admire that mod.
Skills UI is all over the place, can’t get highlights normally (same for class selection screen; Hard to reach anything other than normal GD classes (gotta find some supertiny spot that is somewhere next to the selection bar, yknow)
An update to the nil_version is uploading with more various fixes, more dermapterans, new D3 Wings including more overall wing adjustments (-> you need to reaquire them and i am sorry about it!), and a removed questwidget expandbutton for testing purposes…
an official patch might be released at the end of next week.