Primal_Savage

Primal_Savage

Joined Member # 5505675
0 Posts 52 Replies 2,604 Reputation

[quote who="Jon_Archer" reply="2104" id="3694605"]I have a question about these pocket/abstract weapons like Adept's Rod. The description makes it sound like it suppose to work along side your regular weapon like a staff and it's in the armor category but when I equip it my staff get's unequipped. It says "spellcaster's will find holding this rod with their primary staff greatly bolsters their spellcasting ... etc" Same with this Pocket Crossbow from the armor category

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[quote who="Jon_Archer" reply="2098" id="3694561"]Well I'm not sure where to post this. I'm using this mod with Black market bazaar, champion bonanza, children of storm and monument xp bonus. Started my first game as Denizens faction with Lord VI's army and all my hp bonuses like Monstrous +8 hp per level and Endurance 1, 2 etc are all showing up twice so I'm getting double hp for each one. 16 hp a level for monstrous. End 1 * 2 , End 2 * 2. etc. I'm only level 6

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[quote who="aliberk15" reply="2097" id="3694426"]It has been a long time since I last played FE. But now I see that both my favorite mod did get an update and also got news that FE will get official updates soon. It is a good start for the day [e digicons]:)[/e] .[/quote] Welcome back aliberk15 and thanks! I mostly fix user reported bugs nowadays, but yes still around. [e classic]:congrat:[/e] Official updates, no timetable, not holding my breath. Will likel

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[quote who="BlackSmokeDMax" reply="2095" id="3693511"]That is nice, like the wider look. Better color/font selection as well, but I think that is secondary to the wider look.[/quote] Going to take some time to "get my bearings" and by that I suppose I mean there's a bit of an information overload (e.g. Download Page needs much more scrolling now). But I do like inform

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Hey chumbaba, [quote who="chumbaba" reply="2091" id="3691887"]My first game as Carian now. Never had so many Commanders in a game. Defenitly not a very offensive faction.[/quote] Champion events spawn random champion classes no matter the faction, so you need to blame the random number generator (rnjesus)! You can always use Steal Spirit + Reincarnation spells to respawn your champions as level 1 champions w/o any specializations. Or the Shaman Totem spells to

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[quote who="Holdstar" reply="2080" id="3690922"]...is there any way to turn off casting animation for those spells? Like using CasterAnimationType 0/-1 or something?[/quote] 1 should work. [quote who="Holdstar" reply="2080" id="3690922"]I will. Once I'm done with fine tuning vanilla, I will probably have a go at these. Only I worry my need for fine tuning will get better of me with all that extra content.[/quote] You could j

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[quote who="Holdstar" reply="2077" id="3690904"]How on Elemental did you figured it out? [e digicons]:)[/e] [/quote] I probably spent too much time looking at XML files. I worry about brain injury because of it. [quote who="Holdstar" reply="2077" id="3690904"]Overall my impression is that skills based on states/level are much better, especially if they are combined with static bonus, like flat +5 defense and +0.5 defense per

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Make sure your ability is using the exact XML syntax. Yours is missing the 1 tags. Also, I'm not sure 1 tag is activated for these. If it's not, then you need to use a BattleAutoCastSpell to make this work, see Archer Hands/Heart of the Target in Black Market Bazaar Mod. MasterArcher: "+25 Critical Hit Chance when using a Bow" IF StrVal2 (UnitStat_IsBow: 0 or 1) is higher (vsHigher=1) th

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[quote who="Holdstar" reply="2071" id="3690714"]I know this is years old, but...[/quote] Hey Holdstar, This must qualify as intra-thread necro'ing. [e digicons];)[/e] The post was mostly about AIPriorities, indicating solely working on these only takes you so far w/ the AI (20-25 cities). Beyond that, you do, indeed, need additional measures for (AI) unrest management. The measure you propose would certainly work, but the mod does it differently by adding 1%

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Working on small patch which will be uploaded to Dropbox. Tentatively, 2.0.p.5 (brought to you by chumbaba!) would contain the following: - Create Wight Spell fixed - "Enrage DMG" and "OP DMG" unit stats replaced by "Can Enchant" (Enchanting Power) and "Can Forge" (Forging Power) - Faith Air/Faith Fire can no longer ride ponies - [Work in progress] Tluzoo fixed EDIT: And the reason why I post this, is if you have other issues, then there's never a

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[quote who="chumbaba" reply="2048" id="3690213"]I would ... make it available in the sorcerer tower (for all) which simultanious would broaden the offer there.[/quote] [quote who="Primal_Savage" reply="2050" id="3690253"]I can show you how to unlock the gloves with the Sorcerer's Tower, that literally one line of XML to add.[/quote] 1. Find ...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\M_PathOfTheSorcerer\ 2. In said folder, find and edit XM_PS_Improvemen

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[quote who="chumbaba" reply="2064" id="3690675"]There's still a problem with the summon wight (t) spell. I have a feeling that it then freezes, when the 3x3 field of tiles, are not all empty.[/quote] You're right, not sure why it does that. Second summon spell with issues (Tluzoo being the other). I'm going to have to check some other summon spells to see if something changed or if it's an XML error. -"This and more news at 11". That said, the spell

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