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I think they're too weak to be gold.
Made a workaround by temporarily removing the effects that are incompatable between version, the effects will be re-implemented once 6.3 is the live version.
A good mod trumps good documentation, although a compiled list in a subforum would be good as well.
Sadly with the limited free time I have avaliable I tend to put it into working on and testing the mods over writing a full changelogs or making nice screenshots.
And a lot of the changes have(while not fully detailed) been written down in the Change Notes for this mods updates.
I wish I had time for both but that's just how it is, and my priority will be to keep a good mod over good documentation.
I think a lot more people would engage with you and your mod if you would actually write down what the mod does besides: "makes your game better, trust me bro". ;)
One thing i noticed is that Ranger Standard < Standard of Swiftness even though Ranger is uncommon and swiftness is common.
Like most my mods the aim is to keep it close to the vanilla game while improving both balance and flavor while staying loreful.
So there should be no real overlap between the mod that cause any issue, unless that mod alters every single ability in the game, which I doubt it would.
And no, I do not make my mods compatible with other mods since mine already are made to be as compatible as possible, it is time consuming to manage and upkeep big mods as is.
But if anyone want for their mods to make them work with mine then they are welcome to do so themselves if they wish, I don't mind.
So nearly all of the vanilla item changes from the 6.2 patch will still be present with this mod on.
I would like to try out the new patch balance of the items, so I guess if I want that I have to disable this mod for now.
Some of the items here are very nice, makes it hard to choose what drip to wear.
The only thing currently removed is the item rarites since CA reworked the item stat budget.