Wildermyth

Wildermyth

Expanded Items: Weapons
176 kommentarer
Aurumlamina 7. juli 2024 kl. 17:53 
I came here to make the same comment as the one below me by Ryusho Yosei. I'd love to see an update since the mod is great!
Ryusho Yosei 24. juni 2024 kl. 4:06 
This mod needs an update or patch, to add "Shadow" Variants, as I wasted a shadow spirit trying to upgrade a rapier, since apparently it doesn't have the shadow versions in it.
。○͘ 23. dec. 2023 kl. 1:33 
slightly disappointed that the mod doesn't address wand (and dagger now)+shield/spectral is almost always better than staff, and instead makes wand objectively better for spell damage if paired with expanded offhand/dualwield (spellbook or dagger in offhand will always give wand more spell damage than a staff of the same tier, shield/spectral makes up for the block that staff gives)

I hope the mod later differentiates the two so that a pure caster mystic has good reason to pick up a staff (potency? a passive maybe?)
飞洒 15. dec. 2023 kl. 12:07 
提示新玩家,这个mod千万不要下,一旦删除,原版的一些武器使用不正常了,类别被改的乱七八糟,商店显示也不正常了!我发现这个作者很喜欢去动原始的文件!那个衣服MOD也是这样,好好的去改物品类别干嘛!你要造新东西就造,玩家不喜欢就可以删除,你一动原始东西,会对玩家固有的存档造成影响,甚至都恢复不回去了。删除游戏重新下也不合适,因为我在编辑器中翻译了大量其他MOD的文本,怕删除游戏后这些文本也白翻译了。
还有那个新人类种族的MOD,人物形象丑到了吐!如果只针对新角色如此也就算了,大不了太丑的角色不加入进来,居然对NPC也不放过!导致历险的一路上见到的都是妖魔鬼怪,比西游记还精彩!
真的无力吐槽这个作者。。。。做的东西是多,我知道也花了心思以及时间,但降低玩家的游戏体验是真实存在的。
飞洒 15. dec. 2023 kl. 6:23 
你物品如果要增加,哪怕1000个10000个都没问题,但是不要去动原版的那些,会破坏已经建设好的传承人物!花了我很长时间去编辑器里翻译你那些把原版改的不知所以然的东西,最后又发现很多武器的类别也被你动掉了,法杖直接属于巨锤类,长弓属于长矛类!是可忍孰不可忍,删了!
Spooky Groove 11. maj 2023 kl. 13:42 
I am working on longbows graphics for personal use, if you're interested we can get in touch and make them part of the actual mod for everyone to use instead of the upscaled normal bow graphics!
tomoscar 11. maj 2023 kl. 4:05 
Spears have reduced range from 2,1 to 1,6. Is that intentional? If so, what is the argument for that change?
GOGATSY 3. dec. 2022 kl. 16:59 
There need to be a patch after recent changes of accuracy.
Smoker  [ophavsmand] 22. feb. 2022 kl. 8:14 
Hi :) artifact weapons its from Expanded Artifacts and only some artifacts are offhands i will update the description when i have time. I think it's 8 offhands and 40 main more or less.
Cloudkill 21. feb. 2022 kl. 11:53 
Hey there! I really enjoy this mod, but I've found that in my game, the new artifact weapons are only available as offhands? Is this an intentional feature in a new update or have I messed something up lol
Smoker  [ophavsmand] 16. feb. 2022 kl. 11:19 
Mod is simplified now, only new weapons and dualwield.
Smoker  [ophavsmand] 13. feb. 2022 kl. 13:06 
Sadly you can not remove the feature without some work, its integrated inside the attacks. I'm releasing the mod in separate parts just final testing (one more day).
Doctrine Dark 13. feb. 2022 kl. 12:50 
What part of the mod do I edit to remove Random damage 1d3
Smoker  [ophavsmand] 3. feb. 2022 kl. 23:21 
Stat Buff are in steamapps/workshop/content/763890/modNumber/assets/data/aspect folder.
Thickums 3. feb. 2022 kl. 20:54 
Good mod overall, but i'm not a fan of giving spears 10/15/20 melee accuracy as I feel they're already the best melee weapon in the game thanks to their range. How would I go abouts removing or reducing this buff?
Galah 2. feb. 2022 kl. 11:06 
thank you for the answer. and i wanted to say i love your other mods and i do enjoy this one, but that part is just something that has been bothering me.
Smoker  [ophavsmand] 2. feb. 2022 kl. 11:01 
Thats not easy, just wait until i release the mod in 3 parts, tomorrow i hope.
Galah 2. feb. 2022 kl. 10:22 
is there a way to make it so that offhand weapons use a free action and regural attacks are like in vanilla? im pretty new to modding games so i was wondering if it is possible, so i dont waste my time looking.
Smoker  [ophavsmand] 2. feb. 2022 kl. 9:03 
:) glad to hear it!
Archvile 2. feb. 2022 kl. 8:25 
Yey, looks good now, thank you so much! =) Time to to enjoy all the new stuff now.
Smoker  [ophavsmand] 2. feb. 2022 kl. 8:14 
Mods are in steamapps/workshop/content/763890. Last number is wildermyht mods, look for my mod there i dont know the number now. Then in assets/data/aspect you will find the "humans" file. Remove it.
Archvile 2. feb. 2022 kl. 8:02 
Could you please tell me the correct full path to both of them then, the "humans" file AND the "equipInactiveWeapon" file. I thought that I'm doing something wrong, but I don't see your mod or any other, to that matter, in the mods folder in the game. In the mods folder in the game folder there are 2: "builtin" and "user" and in user there is only "villain_heartOfTheForest". All of these were created during the game install date, so where are the actual mod folders/files then?
Smoker  [ophavsmand] 2. feb. 2022 kl. 7:58 
No no, the file "humans" from the mod.
Archvile 2. feb. 2022 kl. 7:50 
So, um. I've deleted the "humans" file as you said, located in "Steam\steamapps\common\Wildermyth\assets\data\aspects" loaded up a game where I had a battle, but still the weapon change costs an action.
As I mentioned I have not installed Expanded Combat.
Do I have to get into a new battle, does a save not work? Or is there anything else that may be the reason?
Smoker  [ophavsmand] 2. feb. 2022 kl. 6:49 
No, it will be fine. I think some Expanded Combat mods also have the file, remove it from there as well if you use them.
Archvile 2. feb. 2022 kl. 6:49 
Also, both of these files seem to have been generated during the game install time, and have not been changed when I subbed to mods, is this how they work in general? From some other games, my experience was that mods either add or change existing files in more or less simple games, hence the changes can be reverted if they are in text format, which is rather easy. How is it with Wildermyth?
Archvile 2. feb. 2022 kl. 6:43 
Would this remove the skill to change active weapon completely? I would just like it's cost reverted, if possible, not to totally disable it. And can fix something in a file, if that's an easier or better thing to do, just saying.
Smoker  [ophavsmand] 2. feb. 2022 kl. 6:37 
Remove the "human" file in the "aspects" folder, the game has the skill and i forget.
Archvile 2. feb. 2022 kl. 6:34 
Hm, I don't have a lot of mods, and from your "Expanded" family only the following: Armors, Weapons, Spirits, Off-hand, Artifacts and 2 mods for Expanded Scenery.
All the other mods I have a for additional events, free skill reroll and mostly that's it. Not using the Expanded Humans mods. Hope this is some more info that may help.
Smoker  [ophavsmand] 1. feb. 2022 kl. 14:42 
I have the mod divided in 3: new weapons and dualwield, increased utility for classes and changes in skills but i'm checking everything, tomorrow will be on.
Smoker  [ophavsmand] 1. feb. 2022 kl. 14:40 
Ops Text files are only for text, the modified skill must be inside another mod aswell (sorry about that). Expanded Humans: Themes i think, or Expanded Humans: Classes
Archvile 1. feb. 2022 kl. 14:18 
Good day. I just started playing the game recently and after 2 campaigns wanted to try out some mods, including this one. Not sure how I feel about all the changes written here yet, gotta try them in-game, but I did want to revert one from the start, due to personal preferences and issues, but I could not, Could you please tell me of a different way? Talking about the "Changing weps cost 1 action point".
I've done as posted here - "To remove this feature go to "assets/data/effects/maneuver" folder and remove the file "equipInactiveWeapon". but it still costs 1 action in game and just ends the turn if I use it as my last action during a turn. Should I maybe delete a certain word or smth inside this doc? I didn't really understand the second part "You may want to look in the text folder for text removal", maybe that's got something to do with it, though it seems this is related to text and not the cost.
Thank you beforehand for any help.
TanjBear 30. dec. 2021 kl. 21:49 
is their a mod that just enables dual wield for the single handed weapons?
Karth 25. dec. 2021 kl. 22:02 
I really love this mod, but the fact that silkstep (hidden) no longer piece through armors is just a big boomer for me, given my build is mostly assassins
ICEunicorn 3. nov. 2021 kl. 23:09 
Some bows require two full action points for an attack, but the weapon description says it only cost one main and one swift action.
Quantum Projects 31. okt. 2021 kl. 10:50 
Note: found what was causing the bug with the T2 Dual Wield Crossbow. For anyone interest in fixing it while the official patch isn't deployed, check the Bug Thread. I've posted instructions on how to solve it.
Quantum Projects 30. okt. 2021 kl. 21:15 
Hey, I've might have found a bug. On my end, wearing a Water Sword + Dualwield Hand Crossbow has no action tied to the crossbow, so it cannot be fired with.
Dead Owl 30. okt. 2021 kl. 10:34 
Why would this have balance changes on top of weapon changes. Could we not keep these separate since the attempts at balancing and changing abilities utterly ruins how a lot of them work (even with the new abilities, most do not synergize as explained or work at all with other abilities).

NO NOT download this mod. The others from this creator are awesome, but this one will outright ruin the game.
Jayshua_Lyn 28. okt. 2021 kl. 23:09 
This author like so many others creates mods and then never updates them again! :(
Myth 28. okt. 2021 kl. 22:49 
The fact that this prevents switching weapons as a free action actually goes against an integral part of the game. For example, Mystics with a Water Wand + Swan Scepter would not be able to switch between them to interfuse as a free action and then switch to the water wand for its stunting capabilities.
Vadiman 26. okt. 2021 kl. 12:14 
Aren't new weapon prices too cheap? I can already affor tier 3 weapons after ch. 1.
Soap 11. okt. 2021 kl. 19:11 
have you considered making a version with the new weapons but not all the balance changes? I'd like the flails and two handed crossbows but not the... well everything else. Some of the balance changes are cool but some I could do without (like why does staff give +1 speed and maces have -acuracy?
)
CaptainSnafu 21. aug. 2021 kl. 19:45 
I would like to translate this into chinese, can you send me the texts ? when i finish i will send you back then you can update them into your mod
Jayshua_Lyn 21. aug. 2021 kl. 10:26 
Yeah. I am not a fan of the new categorization either.

Also there is a pretty major bug in the new weapons.

The Flail is somehow overwriting the staff? When you unlock elemental types for the staff or the flail the other one gets it all unlocked. Also the Elemental Legacy Tree window is showing the word Flail where Staffs should be. Very buggy! :(
Circe 21. aug. 2021 kl. 1:46 
I'm not really a fan of the new categorization of Light, Specialist, etc, partially because it makes the "replace weapon?" thing when you loot harder to tell at a glance. Much better if it says (Tier 2 Warhammer) instead of (Tier 2 Specialist), for example.

I do, however, love the idea of a mage with a gigantic flail, and in general the extra options this enables are very much appreciated.

Also, with your subclass mod, one of my mystics got Vigorflow (damage bonus on physical attacks when interfused), and did terrifying things with a rapier because of it. So together, your mods open up some very interesting options indeed.

Despite that one little quibble up top there, count me as a fan.
Smoker  [ophavsmand] 12. aug. 2021 kl. 1:46 
It should be fixed yes, are you using also Expanded Overland Shop? maybe i didnt fix the bug in that mod?

Make sure you have the last version installed. I will take a look when i can but Im on vacations.
Jayshua_Lyn 11. aug. 2021 kl. 17:05 
-Fixed a bug preventing craft off-hand weapons in overland forge.

Is this fixed? I am still having this bug! Trying to craft a Offhand Rapier in the Overworld Forge and it keeps canceling it and losing my materials!
Smoker  [ophavsmand] 25. juli 2021 kl. 4:55 
Update:
-Fixed a bug preventing craft off-hand weapons in overland forge.
-Added a banner to the forge.
-Days reduced to 1 per item (maybe i little more?).
Smoker  [ophavsmand] 25. juli 2021 kl. 1:20 
Battledance, Thornfang and Openmind. Water effect with the mod its meant to give mobility more than damage.

But in the last update i made that when water procs, you can change weapons for free for the turn (like heroism and similar skills).
Overseer Sena 24. juli 2021 kl. 21:46 
May I know which skill actually help with switching weapons? mid battle, cus I do want to use the water effect for some. Pls and thx