Hi, can’t seem to see the new classes ? Your combo mod works ok, but this one loads your new screens but all i see is original classes. Anyone got any hints ? Thanks.
check closer, they’re the small buttons below oathkeeper.
OK, got it to work somehow hehe, thanks for the help
ah yes i pulled out an update on my (self-enforced) break (man im addicted to modding) -_-
mod updated to ver.2.0.1, Featuring a bunch of typo fixes, some fx adjustments (please give feedback on those, do you like it better like now or before?), and a lot of nerfs across the board.
changelog updated to latest version, file downloadable from the same link (just grab the latest version)
O good how soon will ur combo mod have this?
Maybe may, maybe not. Also the mod is getting a spot in grimarillion so hsmm may get deprecated assuming that grimar update goes live first
o i like ur little combo. will they have the other new ones?
Hmm since pahr gon levels on fasterleveling(n) is gone i might update hsmm with the nonlightweight version instead of the lightweight version to hsmm, though again maybe at may, maybe not at may.
For the “new ones”, do you mean like frigid hunter or another mastery mod? If it is FH, then yea if im gonna rebuild hsmm it’s definitely going in, though my current priority is sorting out my irl stuff (final exams and a damn research paper as a condition to pass - _-)
O sorry I was refering to ur combo mod the Silly merge one. & the fact it has more then 1 new class in it. I like doggo being available. & I do understand about rl stuff gl with exams.
hehe mod update to version 2.1.0, featuring moar vinewarped (this time focusing on some accessories and a bit of weapons), some sets, an enemy summoning framework with some enemies to try and fight, and a bunch of polishing on frigid hunter skills including a rework of black glacier to make it more hunter-y
changelog updated and available at changelog section of op
I found that a lot of errors occured in console during mod. Most of them are related to unabling to open files or loot tables.
There are also tagnotfound summon counter when uses Shattered Refraction: Arkovian Noble Horde
Hmm on the first error, i have no idea why that happens, i’ve seen that error before when trying to edit constitution loottable and that happens too for a reason i still don’t know hence the current threads method. Last time i tested the weapon mis they dropped fine but at that time no errors were displayed on console. Note im not currently on playtest if that helps
About the tags, uhhh i may have slipped that up and forgot to change it, my bad will fix
edit: ok so the archive i uploaded before seems to have those errors while my installation in my pc is fine without any errors, so i tried installing the one on the archive and i got that error, which means the archive is problematic. will try reuploading first (and also fix the tags before) for a hotfix soon
edit2: seems like if i even copy or move the files the error occures… wtf
edit3: soooo the mi drops for ghosts and bolvar are broken but abaddoth’s item drops?? what is happening man this is confusing. the damn dyntables are identical what -__-
any help is appreciated on this esoteric issue since im outta ideas on why copying the files would cause this
not too sure what’s going on but could it have to do with changes to records/templates introduced with newer patches? do you have a workflow to redo your mod after extracting newer game files? (i’m not even sure that is necessary mind you.) i.e. ghosts/bolvar files might be older, you extracted the updated game database (maybe even while on the test patch) and made abaddoth loottable from a more recent base?
hotfix version 2.1.1 out, rebuilt the files and now the loottables work (at least on my side). do report back here if the issue still persists. in the meantime i also vinewarped a belt for +1 frigid hunter
gonna have a bit of a break as i mod skyrim, will be coming back when my skyrim crashes too much for me again tho
Dear author, I’ve tried your mod. Below are my feedback and suggestions. Please forgive any inaccuracies.
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The main skills of the two new specializations are relatively weak, such as the Butcher.
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The gear that increases skill points, even with the final set, can only bring the main skill to around 19-20, while the original main skill can reach around 24-26.
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Swampdweller’s default attack skill should be more flexible, rather than just the main hand, which is unnecessarily restrictive. His relic should also increase casting speed.
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You provided a Aether one-handed ranged weapon in NPC to correct DEVOUR, but DEVOUR can only use melee weapons. So I think you have too many restrictions on DEVOUR, and should not limit its weapon types and only main-hand damage.Too many restrictions affect our attempts.
Overall I think you created two really cool new specs and gear combinations, but you’ve limited them quite a bit.I know it’s the author’s setting, but I still think it’s too restrictive. I’m going to try a Cold Hunter/Oathkeeper combo where you convert the Butcher to acid and play one-handed ranged, which means it loses a lot of damage bonuses and makes up for it with the weapon.Lastly, I’m really happy with your support for acid, cold, and ranged weapons.
I was very excited to try out the Cold Hunter/Oathkeeper combo, but was very disappointed. The Hexan Acid Blaser, a one-handed ranged weapon offered by an NPC, fixes the butcher tendon sever and smite. However, tendon sever requires a two-handed spear or ranged class, so wouldn’t all specializations be able to use all weapons like DOM? Wouldn’t that mean everyone who wants to dual-wield ranged would have to pair it with an Inquisitor? Now, the only thing left is the one-handed ranged combo you offer: Cold Hunter with an Arcanist or Necromancer. These are too restrictive, and a waste of a good mod.
hi there, i’ll attempt to respond to some of the feedback:
butcher is on a rough spot, yes. it currently does not have enough items and as a DWAR it definetly wants points, i’ll think about making some items for it or straight up reworking it as im not really sattisfied by it.
which set if i may ask? iirc i made some sets grant a crap ton of points (ravager set) and some got much less skill points on them (maybe pinnacle hunter?). if the set does feel underwhelming, feel free to ask for a buff, im always looking for balance feedback
Game limitation, i tried adding off hand damage but if the animation has both main and off-hand hitframes (like belgo shears wps as example), it would just cause devour to insta fastcharge itself, which is kinda op. i could remove the animation for dual wielding though like cadence (so 25% main hand, 25% off hand, 50% both aka fast charge)
Rutnick’s blaster is a fun little item
in all seriousness i like that skills have specific type restrictions, makes having certain items that unlock them for different archetypes more unique (an example on vanilla is stormrend for primal strike).
im thinking of at least reducing the weapon restriction on frigid hunter’s wps from spear and big gun to all 2h weapons and adding a transmuter (man so many transmuters) that buffs spears and big guns. so at least they can still be used by other 2h weapons
i dont know if this is language barrier or something since i dont really understand you specifically mean, but i’ll reply based on my understanding. Tendon Sever and Way of the Hunter is fully usable when using the blaster. As for the weapon restriction on the skill itself, i want to make the class have an identity of it’s own so that it can fulfill it’s class fantasy of a silent sniper using a big heavy crossbow or to stab people with a massive spear. i made those items (hexan blaster, frozen flurry set, white flash set, and malkadarr vinewarped) as the “exception” items, items that are meant to allow people to use the skills without the innate weapon restriction, but with the cost of being locked to a specific build, kinda like if you use the spellscourge set, you can use devastation with a shield, but you are forced to do devastation in physical. as to why those items exist first before the actual mandatory items with the needed skill points? making these “exception” items is simply put ~ much more fun than making the regular items, which means they come later as this mod is more of a hobby thing.
as a bonus regarding mod development status, it’s currently on hold. why? because im actually finally gonna start college
as this mod was made when i was almost finished with high school (lots of free time before), my current real life situation is more of a priority right now (dont want to screw up my first semester after all). until i got some things sorted out (and grimarillion v95 release when it does, im hyped for that), i’ll continue with the endless but inevitable item updates
First of all, thank you for replying to me during such a busy time. There is indeed a language barrier, so please forgive me if I am not speaking correctly. Congratulations on entering a new stage in your life. I wish you a happy and safe university life.
1which set if i may ask?
I’m referring to the swamp and occultist set. Fixed a skill that blood pox and swamp had that was like acid rain, which was pretty cool by the way.
2Tendon Sever and Way of the Hunter is fully usable when using the blaster.
The Hexan Acid Blaster, a one-handed ranged weapon But Tendon Sever clearly states that it requires a two-handed spear or a two-handed ranged weapon. Am I mistaken?
3As for the weapon restriction on the skill itself, i want to make the class have an identity of it’s own
I think the key to them still having their own distinct characteristics without weapon restrictions lies in the modder’s design. For example, they could have more damage bonuses when wielding certain weapons, but limiting them to only those weapons is not a good idea. For example, if I want to dual-wield melee, I can only use Nightblades, and if I want to dual-wield ranged, I can only use Inquisitors.
Without weapon restrictions, we can experiment with a wide range of mods, creating a much richer world. For example, creating two new specializations creates endless possibilities. But now, it’s easy to reach a limit. for me the only thing left for Frigid Hunter is a fix for Gelid Gale’s one-handed ranged set, which I haven’t tried yet, and a fix for its combination with Nightblade to become a spellcaster’s Phantasmal Blades. This is incredibly wasteful, as it’s easy for people to try out all the combinations so easily.We want new DLC because we’ve already tried every possible combination. The same goes for mods. For example, this mod once had endless possibilities, but now there are only a few.
latest attempt,Tendon Sever and Way of the Hunter are fully usable when using the blaster.
Dear author, I tried the White Streak set this time, and it’s exactly as you said. The Annihilate originally required a melee weapon, but now with the set’s dual-wielding ranged weapon, it’s still usable. I was wrong. Please give the dual-wielding ranged ability of the Light Revealed helmet from the set to the Hexan Acid Blaster. The White Streak set’s most suitable combination is the Swamp and the Inquisitor, and the Inquisitor already has dual-wielding. But not being able to dual-wield the Hexan Acid Blaster would be a huge regret.
Thanks again for your reply.
don’t worry, i still have break times where i can respond on the forums.
ah the Black Death set, yea i felt that the set lacked enough points too, i could add more points to it
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man i wish i can do more like this but the amount of transmuters on Frigid Hunter is already quite nasty, like it has around 5 transmuters right now. i could add 1 more but i don’t want the amount of transmuters to compete against d3 wizard which has around 9 transmuters.
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on the topic of build variety, i am 1000% sure i need more sets for both swampdweller and frigid hunter. for example shaman x frigid hunter doesnt have a set yet despite being very thematic and sharing damage types. oathkeeper x FH too. swampdweller at the very least has an (arguably flawed) occultist set but no set combo with oathkeeper. when i get around to making some more sets ill prioritize those first (an acid retal swampdweller/oathkeeper/shaman set, a FrigidHunter/oathkeeper/demolitionist fire set, and a cold 2h shaman/FrigidHunter set)
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well if the weapons feel like it’s lacking in damage from missing wps, i may consider it. but i made the item with the Pack of Deadly Means belt in mind, a very solid acid +1 oathkeeper belt that allows dual wielding: Mythical Pack of Deadly Means - Items - Grim Dawn Item Database
well if the weapons feel like it’s lacking in damage from missing wps, i may consider it. but i made the item with the Pack of Deadly Means belt in mind, a very solid acid +1 oathkeeper belt that allows dual wielding: Mythical Pack of Deadly Means - Items - Grim Dawn Item Database
Thankfully, there wasn’t a single one-handed ranged weapon in the original game that could support an acid build, so even though I knew about this belt, I’d overlooked its ability to support ranged dual wielding. The Ugdenbog Venom Launcher was the only available acid ranged one-handed weapon in the original game, but it simply couldn’t support a full build.
Thank you for your patience,I’ll try it immediately.