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Bladestorm Games

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Bladestorm Games last won the day on October 22 2022

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  1. Shoes, no. Hat/Head/Helmet, yes. Also have 2 unreleased smaller mods I work on when I have time.
  2. Sorry it took me a bit to reply, but yeah, this sucks. I just tested, and noticed 2 issues now: 1) Entering a game with equipment that has Relics or Rings, wont apply them (wont apply the buff granted from the mod in equipment) I needed to de-equip my body armor and gloves, then re-equip them to re-apply the Ring / Relic's effects 2) Most effects from the Relics mod are buffs (most not visible). When mounting a vehicle, the buffs are removed, but dismounting will re enable the buffs. Looks like I'll have to spend some time figuring out what was changed to cause this. I hopefully fixed the issues with buffs from Relic effect. Replace the Relics Mod's buffs.xml with this: https://drive.google.com/file/d/1CV-0iXVZ3WYmQSzPBh2sJtJU3ruqLXsX/view?usp=sharing Let me know if any issues.
  3. If NOT using on client, then it should all still work except for icons not loading (Ring icons, buff icons)
  4. Thanks for the report, this will be fixed in the next mod update.
  5. Thanks for the notice & report. I was out for a bit so I missed it. Looks like on the Nexus Mods page, there is a credits/links section. Next update for the Rings and Relics mod will contain a folder with Loot Chance strictness. But here is a link for the Relic's loot chance strictness: https://drive.google.com/file/d/1Z_q0jI_KTT8-dfmNkm4j1wapK2tR-3Ja/view?usp=sharing Please let me know if changing to a more strict loot.xml actually makes them more rare in loot, thanks!
  6. I've just got done testing Master Key and Shadow Sight. Master Key works for me, note that every 10 Player Levels the effect gets stronger / more noticeable. Shadow Sight works for me, though the only thing not working is the TEXT when you Crit and enemy, but Damage, Crouch Speed, and EXP works on my end. Oh, did you want the AoE Shock & Knockback just a default effect on Stun Baton? Like ignore that Charge-up building, ignore having to have the repulser mod? If so replace everything in the mod's item.xml with: (note I reduced the force value from 350 to 200) <Config> <append xpath="/items/item[@name='meleeWpnBatonT2StunBaton']"> <effect_group name="always_proc"> <!-- Knockback Proc --> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/> <!-- Shock Proc --> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/> </effect_group> </append> </Config>
  7. I've tested Ring of Thunderstruck and it works for me. Note that it only works with Archery hits, so melee / turrets shouldn't trigger the effect. Updated the ring's description so it no longer includes Spear Throw. I've tested Ring of Stamina and it works for me, both the Stamina increase, and Regen increase: Also I'm making a note here regarding Ring of Amplification and Ring of Wish - Amplification variant, I may temporarily disable them to find a solution to making them work. Seems they changed how something works and I'm trying to figure out what that something is. I got it to somewhat work, but the timer/duration of a consumable buff kept alternating between as if you had the ring equipped and didnt, every update to the timer/duration. It seems I'm fighting $MetabolismDuration where my buff try's to update that value and the game updates it to a default value based on perkSlowMetabolism: (progression.xml --> perkSlowMetabolism) <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$MetabolismDuration" operation="set" value="1,.909,.833,.769,.714,.667"/>
  8. Untested, but try this: https://drive.google.com/file/d/1siNlodA6PPPl87WuJqeRvZ98DCLZ4AQP/view Thanks for the notice, I will take a look at these issues and make a fix.
  9. I will eventually make an update for a no-sound version. Thanks for the notice, I will take a look and fix the issues soon.
  10. Rings and Relics mods dont have the "items.xml" file, but they do have "item_modifiers.xml" Are you saying that you're missing the "item_modifiers.xml"? I checked the download files, and "item_modifiers.xml" is included. If you go in game with cheat mode, and go to the Creative Menu (U key (Default Key)) and type "ring" in the search bar, you should see all the rings and their variants. If the rings do show up in that menu, it all is working, but there may be an issue with loot.
  11. Updated the mod to work with Game Version 1.0 Experimental / Beta: https://drive.google.com/file/d/1gcJ-jVwbnFgww5uejVnb-Wo5CniMssPt/view?usp=drive_link • Loot probability has been unchanged on my end. (Looting Relics may be more rare if the core game’s loot structure has been changed in 1.0 from alpha) If you want to support me, please check out my indie game: https://store.steampowered.com/app/1186950/Astro_Combat/
  12. Updated the mod to work with Game Version 1.0 Experimental / Beta: https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=drive_link • Fixed an issue with the Ring of Life Essence where Max HP bonus would be removed while the ring's proc effect was on Cooldown. • Loot probability has been unchanged on my end. (Looting Relics may be more rare if the core game’s loot structure has been changed in 1.0 from alpha) If you want to support me, please check out my indie game: https://store.steampowered.com/app/1186950/Astro_Combat/
  13. I'll be checking out 1.0 this weekend and begin work on updating the Rings and Relics mod to be compatible with game version 1.0
  14. UPDATE - Mod Version: V1.2 [A21] Download Link: https://drive.google.com/file/d/1BhBVEf5be59okXEARRJPMvlU5N-vcyrs/view?usp=share_link [NEW ADDITION] • Added 19 New Relics. Relics database updated (Scroll to position 42 to view new Relics) Updated Relics Database: https://docs.google.com/spreadsheets/d/1XExrSGnxfNruyp4g-m94XNMpz9cizOvz3POP0beaHpg/edit?usp=sharing • Added a new body armor item that always has 6 Mod Slots. • Added Economic Value to Relics so that they can be sold to trader. [ADJUSTMENT] • Relic: Mecha Command now grants +1 Robotic Limit (Any level). This makes the relic usable before level 50. [VERSION NOTES] • The Relics "Combatant's Reach" and "Heavy Weight" has compatability issues with mods that add new melee weapons, as the effect takes place in items.xml altering individual weapons, adjusting values depending if the player has the relic equipped. • The Relic "Self-Damnation" may have issues with mods that introduce new debuffs and/or alter the names of the core game's debuffs. [BUG LIST] Barracade and Fragile Fragment causing self kill when hitting trap / vending machine [DEV NOTE] • Thanks for visiting my mod and I hope this update provides fun and new builds. • With the release of new Relics, there is likely to be bugs, please notify me of them and I will try to fix them.
  15. Some time this coming Friday I will be releasing the Major update to this mod. Teaser #4: Feather Fate • A convenience Relic that helps with movement speed.
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