Kōhai @Phanjam I need your help. Do you have the lure of ember files? the skill menu there had an horizontal scroll bar and as much as I try I cant set it up. Only vertical works... I would like to have a look in that menu file. the code should be all i need...
Muchas gracias my friend, I’ll check it later when I’m on my pc The RGF link somehow stoped downloading every time I tried to get it from there. Happy Birthday btw. Glad to have you around! Have a nice day and may your mods all come true
I tried reverting back to an earlier version of the mod and it seemed to fix the problem (tho i don't really know what caused it ) sorry to bother!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * well it seems i managed to screw-up the display of the curtain behind the stats panel
for some reason, the curtain now extends beyond the right edge of the stats panel...
I did modify the .MESH and textures used for the right curtain and for a while it worked fine. But now it seems the left curtain is affected somehow
@lolesch i can't seem to figure out what i did wrong. If okay with you, i posted the mod files in the shared DropBox folder and can I ask for some of your time to look inside pls? Hope it's okay and thanks either way!
Hey @Phanjam Most likely you messed up with the banner not linked to the timeline. The timeline will offset it and let it slide in when a menu is visable. If this is broken the banner won’t be offset.
You mentioned some other problems..? Not sure about how much time I can offer this WE so detailed questions might be better then having me testing things in game.
Im looking forward for your banner modifications! The only thing I was changing was the image - linked here
I still struggle wich the design for my skills map. Maybe I can get some progress by keeping it simple for now. Hope to give you some update soon Cheerio
Hey phanjam, I've played your mod and its quit fun! I love that shovel in the beguinning. Skills seem a little overpowered (wich was part of the fun) though I felt like I have wasted skillpoints after reaching the requirement for the II tier skill. Although I like the setup it feels poor on rewarding higher character level. when you hit that last skill you can opt it out but there's nothing to aim for after that...
Ideas: I'd give a bonus to the II and III tier skills based on how many skillpoints you spent on the lover tier skill. I personally dont like to use too many skills and I felt glad to replace a skill with the better one! but the tree has low variety to specialize in (1h vs 2h - lifesteal vs damage reduction...) I think this way you can "only" choose between being a fighter or some other "class", nothing really decisional to choose from within the "fighter" tree. enough of critic! in total it is a solid system.
Bug: The top row III tier skill has an error I think. when you hit level 2 the damage is 24 or so. when you hit lvl 3 the damage is 138 and goes back low on lvl 4 invested in that skill...
EDIT: I run this before your update, "melee accuracy" was not included... EDIT2: the button flashes are strange! Shall I go check what causes this anomaly?
Thanks @Sch123 yes im just copying that skill system
Thanks so much for the feedback @lolesch ! I know the skill "flashes" youre talking about i was actually okay with them already, but if it bothers the perfectionist in you, pls be my guest to change it!
I'll fix the skill bug u mentioned, thanks. Also the curtain problem came back in my latest build but im sure i didnt touch any timeline! I'll try to fix-learn it
Im in the middle of the Caster skilltree in the "tq-style skills" mod. So far i have projectile skills (fireball, etc) and aoe skills and i will add some elemental shields and missile reflect shield and an escape skill like teleport. I broke the attack skills up into elements to allow specialization in one or more of them if the player desires. Training passives are also available per element.
The damage mechanics are all flat DOTs atm, but im using the training skills as damage bonus modifiers. So if u invest in "fire training" then damage from fireball goes up much more quickly. Based on feedback in the discord i may change damage to instant to allow crits then add debuffs for lingering effects.
Training on an element will have the damage bonus benefit for any skill based on that element, and will even add some elemental damage to melee attacks (so u can build a battlemage frinstance). Ultimately i plan to have "reward skills" for maxing out a training element.
Thats for the caster tree. I finished a "fighter" tree (melee specialization) first bcos im more familiar with that.
Other trees in the plan:
Defender (shields and survivability) Animancer (undead and spirit summons) Engineer (mechanical summons) Ranger (ranged weaps) Rogue (speed and dualwielding)