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As for using GS later in the game, I don't think there would be any issue bcuz his base kit already have most offensive tool already, the unlockables are mainly supportive in nature
Also, I justs started playing Goblin Slayer after reaching the Capital - since there shouldn't be much goblins from there. But Imit seems you say that Goblin Baubles are needed to trade with the merchant, since those item are capped at 99, won't there be an issue if you spec into goblin slayer later in the game ?
I've replaced it with a spark so it's easier to see now, you can unsub then resub the mod to update
It's locked behind a small sidequest now, killing the goblin near spawn point would trigger the quest, then interact with a "???" at a hill north of Spawning Meadow (kinda need parkour to reach this part) and bring quest item to the NPC in front of Nan's house to unlock the class.
* Start a new game with this mod enabled. This doesn't affect existing saves.
* The Goblin Slayer class is not visible in the list of classes in any menu.
* Surprisingly, other parts of the mod like the goblin enemies and NPCs are working as expected.
* The class details were visible 2 days ago. This issue is due to a recent patch.
* Tried unsub-sub the mod. No go.
Regarded of the lacks of goblin, I'm waiting for the modding tools to have map edit first, otherwise I'll just include some goblins encounter for this mod after my next class is done
24 is no joke and sounds so versatile.
i plan to play 1 character run and your next class mod sounds like its the right job for it.
can't wait for it
how about changing it to just "slayer"
cool mod tho. one of the best if not the best class mod
Cool! Thought I might've done something wrong. Cheers.
For my next class, he have 24 subjobs to switch around lmao (though all of them are just damage dealer).
And ye, already seen your mod, I think it take around 5 minute or so for a new mod to show up XD
Most of them were 99% done but after finding out adding gear to vendors caused incompatibilities I had to remove them and now they're being unused within the mods.
Not sure if I should publish in the order I made them even though the first ones were quite basic or just publish the most polished complete ones.
Any clues as to what your new class will be?
"Edit"
I published a mod called, "Kenshi" but I don't see it in the workshop. Do you know how long it takes to show up?
Currently I'm also doing another class mod, though the scope ended up bigger than expected so perharps it will be finished in next 1 or 2 months
Looking forward to see your stuffs too, definitely will give them a shot once I'm finish my current project XD
Legerdemain forcing the crouch animation is a nice touch. Not sure how I missed the vendor, I was flying around with an owl.
Have you thought of any other classes you plan to make?
Also I've updated to fixed the issues you listed, basically Bag o' Tricks and Legerdemainn will unlock all abilities and lock GS to the subjob now.
And the vendor's location is in the passage between Spawning Meadows and Poko Poko Desert [imgur.com] . You can reach there with just platforming, ur through Ibek.
How do you unlock the skills within the toolkit and the legerdemain if they're only accessible within combat?
The celebration animation has different boots texture.
Using a mount offsets the texture to the left.
I can't find the vendor/master trainer even though he's meant to be in plain sight.
Edit: I don't know how to edit a comment so I just reposted it and added this lol.
I fixed the skills within toolkit by making it a buff and removing the -1 tools under the user status of Bag o Tricks.
Haven't uploaded any mods but if I do, can I have permission to use your member and actor textures? I bought the time fantasy textures hoping there would be something in there that I could make look like Goblin Slayer but they didn't really fit.
Cheers.