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One change suggestion i have is, it would be nice, if there weren't so many active abilites. They become quite overwhelming. I suggest weaker always-on passives or selfactivating passives, belakors passive for example could activate itself when charging.
Thanks, I wasn't aware of that potential incompatibility! I guess there's no reason not to set these variables to global in my mod as well. It shouldn't be necessary usually, but as it will increase compatibility without causing any other issues (hopefully), I updated my mod accordingly. However, OvN is still overwriting the Eltharion script - so:
@EVERYONE: If you play with one of the OvN Mods, make sure to adjust the load order so my mod is loaded last or use =[NK]= Col. Jack O'Neil's compatibility mod (see below)
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3275653029
It adds a mechanic that works like the Conclave Influence for the Chorfs, and I think the edit that it makes to Ladrielles Blessings is over-writing the "less forgetful eltharion" portion of the mod.
"Think you need to add it to special_ability_phase_attribute_effects_tables. It was removed from special_ability_phases_tables in 5.0" -Rauri
Hopefully that helps narrow down the issue, and thanks for the mod!
Having used this mod in the past, I would like to know if some changed have been made since, because some of the features I just didnt like them
1) Can we now remove interrogation buffs? I find it funnier to cycle around 2 buffs rather than getting every buff possible.
2) Can we have this mod without the cage tweaks ? Making the enemy lord an unbreakable powerhouse isnt exactly fun.
@Gwyned: There would be many ways to do that. For example, maybe the easiest solution, there are mods that give influence from high elve buildings (embassies in the mod, but the same could be done for any other buildings)
Is it possible to keep just 1 mirror ability ? i mean after kill prisoners or destroy faction.
Cause keep all ability is to OP for me.
However, it would likely be an easier UI than the altercation to the Athel Tamarha UI. You could edit the script to check if four Mistwalker abilities are active whenever a new ability is added. If there are four active abilities already, you could have an UI pop up where you can select one ability to be deleted. Or you could maybe randomly delete one in the script. You could use my script as a base for that, but it would still require extensive additions. And you'd have to do the UI from scratch. I believe there are some tools to help with that, though I don't really know anything about that...
It should be an updated version of CA, causing MOD to become invalid
Hello author, the skills that can be obtained through interrogation cannot be permanently retained. As long as they are released or beheaded, the acquired skills will disappear.
I've made an SFO submod. Mostly just a small rebalance for the some the abilities (I wasn't able to link up all the abilities though, are you able to help me out there?). I had to remove the Eltharion changes to the warden's cage as SFO already changes it.
A bunch of your tables need updating, but I don't think it was anything relevant :)
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3001962558