Https:/ / s/ ij285veze8ow3b4/ Infinite%20Legendaries.rar?dl=0 There will probably be some things I've accidentally left around from testing, but they shouldn't be any more immersion breaking than finding six legendaries in every barrel. There will be a lucky rabbit's belt lying right there as well so you don't even have to put a point in lucky charm if you don't want. Screw it, here's a link to a modified version of my artifacts mod, which also includes a few changes to the number and type of boosts you can find on legendaries, and a few locked, indestructible chests lying around, but you won't have to mess with those since you'll have all the gear you need anyway. This means you have to have a point in luck, but that's not much of a cost for infinite legendaries, and you could even put a rabbit's belt or amulet at the start. What's your treasure table look like? I just modified the luck tables (at the very bottom) to always give 6 legendaries. I'm not sure why it isn't working for you. I'm not very skilled in this sort of thing but if I've done something wrong then I would be grateful for any help. At least not in the first crates on the beach when starting a new game. No idea what the numbers at the end mean as changing both to 1 seems to have no effect on item drops in-game. I know that FF9600 refers to the colour, Item_Legendary refers to the outline of the item? and boost groups refer to how many and what type of bonuses the item will get. I just copied the values next to the Common item type as I assumed they would be correct as they can drop from level 1. It's hard to know what some of the values mean in the text files as there's no explanation. I assume it needs to be in the Generated/Data as that's where I got it from. I also tried just putting it in the same folder as TreasureTable.txt and it didn't work either. I've tried editing the ItemTypes.txt file and put it in Data/Public/Mymod/Stats/Generated/Data folder and still nothing for a level 1 character. Yes I have put the TreasureTable.txt file in Data/Public/Mymod/Stats/Generated folder. There sure are different ways to go about Rangers and its hardly to be better then coherent party, those things are extras to tinker for some extra fun.It's in the Data/Public/yourmod/Stats/Generated folder? Also, did you lower the level requirement for legendaries in the "item types.txt" so that a level 1 character can actually get the legendary drops? Raising dexterity and finding way for sufficient AP to have meaningful actions is all. As game progress rangers will naturally raise steadily. If it cost nothing to benefit party, developing instead of rushing and getting no meaningful actions. Ranger have huge array of possibility on how to go about things not excluding supplementing with spells or consumables, waiting for perfect storm. Its possible to find crossbows' 1-4 higher lvl of yours and boost it with lvl 3 crafting and it will be long before needed Bow ability points come but in that time one could be happy to use +1 crossbows' item if found and have fun with AoE bursting damage. Some skills got fix AP cost and same go for special arrows. Now while its true that Bows are superior as Marksman skills and special arrows can never crit (it usually implied that it also ignore hit chance), there are thresholds on what you invest and what you get especially early game. Idk for all the skills but this part is huge when compering with Man-at-Arms for example, Splintered Arrow and Ricochet scale not only from weapon but also from Dexterity. Crossbows' cost 1 AP more to use then bow, slow your move speed and have higher base weapon range and damage and scale crit chance and multiplier, bow scale % damage.
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