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Messages - Viz

Pages: [1] 2 3 ... 25
1
Variant Classes Mod / Re: Variant Classes Mod Information
« on: March 09, 2020, 07:33:06 pm »
Thanks again @doudley  :)

btw the link to Lightbringer mod in Variant steam page redirects to Lightwarden, you might want to edit that.

2
Variant Classes Mod / Re: Variant Classes Mod Information
« on: February 29, 2020, 03:54:22 am »
hi! making some mods localization, including different classes, found some not included in class packs. Like this: https://steamcommunity.com/sharedfiles/filedetails/?id=556681233 Did you saw it? Looks interesting.
And yet. when i unpack your mod  by GUTSm i saw many directories on same with MEDIA level. Isn't it crap, not used at all?
I know that issue, but I have no idea what caused the extra/empty folders to appear when extracting the mod. I've already made sure there's no iunused/empty folder in the media folder but its still appear.

That class is a monster class., which is usually doesn't have much skills or incomplete.


3
Variant Classes Mod / Re: Variant Classes Mod Information
« on: February 29, 2020, 03:38:53 am »
Hey @doudley welcome back  :)

I'll pm you the link to the file in a short while


4
Variant Classes Mod / Re: Variant Classes Mod Information
« on: November 24, 2019, 01:12:16 am »
Minor update but Variant Classes is now updated to v16

5
Variant Classes Mod / Re: Variant Classes Mod Information
« on: October 06, 2019, 08:50:15 pm »
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?
Thanks for notifying me about this, it will be fixed in the next update  :)

6
Variant Classes Mod / Re: Mod Changelogs
« on: September 21, 2019, 10:06:52 pm »
v13
Spoiler (hover to show)

v14
Spoiler (hover to show)

v15
Spoiler (hover to show)

v16
Spoiler (hover to show)

7
Variant Classes Mod / Re: Variant Classes Mod Information
« on: July 18, 2019, 09:31:55 pm »
@Actkqk Heya, I am sorry that you didn't like my changes to Tenebris.

The changes was done because some people requesting more classes to be stronger to tackle Synergies and supposedly its endgames (hence why there are more changes to many classes after v9 of the mod). Personally I think Tenebris is still fine compared to other classes like say Archer, Prophet, and the FEP classes.

Again as Phanjam have said I did not intend my changes to be an insult to you. I am deeply sorry if you find it that way  :-[

8
Variant Classes Mod / Re: Variant Classes Bug Reports
« on: June 11, 2019, 06:18:21 am »
Yes try asking drew for the fix first.
In the meantime I'll try to update Variant with the new changes from drew's classes

9
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: June 11, 2019, 06:13:18 am »
I'm sorry that it took me a long time to reply. But I appreciate the feedback, @LeavingUndad

The katana/nodachi being fairly rare as a loot was intentional, from my part. But I'm pretty sure I never altered the quest rewards as those should still gives you bokken/katana accordingly.

Bokken/katana rarity in merchant depends if there are other mods that adds item to the same merchant. More items=less chance of bokken/katana appearing. If fep+ merchant still didn't sell proper weapons according to your level, then I could probably do some changes to make  bokken to appear more common. Also I check that bokken can goes up to level 25, that can be addressed as well.

Kensei's crash was related to Fine Control's passive and should have been addressed iirc.
I'm glad that Mongol Archer can be played without having to worry about crash when assigning stat.
The fix was all thanks to @Epoch and I can't thank him/her enough for that  :)

10
Variant Classes Mod / Re: Variant Classes Mod Information
« on: March 04, 2019, 02:14:14 am »
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
Yeah I was mistaken, the shield would still automatically refreshes somehow.

I dug deeper and found the skill code to be fairly complicated. Since I never edit this skill, I'm guessing the same issue also applies to original mod as well.









11
Variant Classes Mod / Re: Variant Classes Mod Information
« on: March 03, 2019, 07:45:48 am »
If those equip/skill affects Vitality stats then its normal for Warp Shell to break.

12
Variant Classes Mod / Re: Variant Classes Mod Information
« on: February 27, 2019, 05:53:55 am »
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.

13
Variant Classes Mod / Re: Variant Classes Mod Information
« on: February 23, 2019, 11:01:17 pm »
Hello @Shocefire

Which class that you noticed that have short duration on their buffs? If its something like Theolentist then I didn't want to extend the buff duration because the class is powerful enough.


14
Mod Showcase / Re: Deathknight class
« on: February 16, 2019, 06:44:09 am »
Glad I could help @Korzeam  :P

I guess its because the skill works like a proc skill so it shares the same bug. It just need to be hidden from respec.

15
Mod Showcase / Re: Deathknight class
« on: February 16, 2019, 04:23:41 am »
Try adding <bool>hidden:true to the dk_raise_zombie and dk_raise_big_zombie

 :)




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