Crystal Project

Crystal Project

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Equipment Expansion
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2.338 MB
19 okt, 2023 @ 16:44
25 apr @ 6:47
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Equipment Expansion

Beskrivning
Adds more equipment to Crystal Project.

Features:
  • Over 200 new pieces of equipment in total, spanning across the entire game and all categories!
  • Two new bosses! Technically. One of them is more of a joke.
  • Several new NPCs!
  • Nearly perfect compatibility with other mods!
  • Several new subcategories of existing weapon types, including one-handed variants of base weapon types, but also hammers, katars, crossbows, firearms and nunchaku, each with their own unique characteristics!
  • Attempted, albeit questionable balancing!

Feedback on both the mod as a whole and individual items is greatly appreciated.
Additionally, I foolishly wrote down where to put all the stuff, but not how to orient it, so if you want to recommend that a specific item's chest be rotated a particular direction, please let me know.
This is what I get for not seeking out my own several dozen chests.

List of item locations, if you want to look anything up:
https://docs.google.com/spreadsheets/d/1s3kWj2DONAln5hRx7p4JyEfr71wkLIM-KC3LTA3gNks/edit?usp=sharing

Sprites used for this mod - Credit goes to the respective creators:
Shade's weapon sprites [merchant-shade.itch.io]
Shade's book and armor sprites [merchant-shade.itch.io]
Clockwork Raven Studios' armor and accessory sprites [clockworkraven.itch.io]
wimpycomet05533's weapon sprites [wimpycomet05533.itch.io]
zrghr's Pixelliverse sprites [zrghr.itch.io]
Pixel Creations' weapon and shield sprites [pixelcreations.itch.io]
Additional shoutouts to Dawn for a few sprite recolours, as well as to them and Netho Warrior for permission to cannibalise their now-abandoned Expanded Sequoia mod.
Populära diskussioner Visa alla (1)
2
13 aug @ 8:12
Balancing and Suggestions
FrozenMoonsoul
38 kommentarer
FrozenMoonsoul  [skapare] 13 sep @ 0:19 
If the mods aren't actually enabled, then they haven't yet changed anything, I can assure you. Only if something actually shifts the internal IDs of the items on your save file for some reason (new items added to existing mod, or new mod loaded into save file itself) should something break.
rparham685 13 sep @ 0:06 
That might be possible. I did pick up a couple more class mods since last posting (I didn't activate any of them yet, but that might have did something. I'll start another save file and find out.)
Thanks for the response. :)
FrozenMoonsoul  [skapare] 12 sep @ 23:20 
@rparham685 Thank you for bringing to my attention that I have, in fact, neglected the list with the last couple of updates. My bad. I'll try to get to fixing it Soon™, but no promises past that; life has gotten exceedingly exhausting. The Hemorings are vanilla (there's two of them), the Aranea is from the EE. Unsure what caused the former to disappear unless you added and/or removed mods mid-run, which is volatile at best but outside of modders' power to fix.
rparham685 12 sep @ 13:59 
Got a question for ya.
I noticed a couple items missing on your list (Hemorring and Aranea), and I wanted to know if they were from this mod or not. I don't know if any of the class mods I use come with their own equipment, which is why I'm asking here first. :)
The first one (Hemorring) just disappeared from my inventory without warning, while I was getting ready to craft the Aranea. Didn't sell them, otherwise I would/should have been able to buy them back at the Lost and Found. (They didn't turn up there either)
Otherwise, this is a great mod. I hope there are more like it. :D
iyad.cherraben 5 sep @ 11:36 
This mod has so much gear that it's makes me excited and helps with a hard mode playthrough by a bit.
FrozenMoonsoul  [skapare] 14 aug @ 7:54 
That is a "yes for unmodded saves but I cannot vouch for nor guarantee the safety of modded saves". In-progress mod playthroughs do not like having further mods added nor removed.
Desk Gargoyle 14 aug @ 1:02 
So is that a no ? not mod savvy.
FrozenMoonsoul  [skapare] 13 aug @ 21:50 
It doesn't change anything about vanilla content, so it's as safe as mid-save modding can be.
Desk Gargoyle 13 aug @ 16:23 
Is this mod safe to use on a game that is already going or should I start a new game ?
FrozenMoonsoul  [skapare] 27 mar @ 8:50 
As an addendum, because I realise I forgot to state as much in my previous comment: as of 1.4.6, you can enable ingame coordinate view by navigating to

Windows: %USERPROFILE%/Saved Games/Crystal Project/
Linux/Steam Deck: ~/.local/share/Crystal Project/
Mac OS: ~/Library/Application Support/Crystal Project/

and either creating a system.ini file containing

[System]
ShowCurrentCoordinate=True

or, if the file already exists, merely adding ShowCurrentCoordinate=True. I've been working with this enabled for so long that I forgot it wasn't enabled by default.