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galgus

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  1. This seems like a more interactive and less frustrating way to implement an ADVENT Sniper than just giving a unit squadsight. The ability as it is in game is generally a merciful wasted turn from the Hunter, but on a normal trooper spamming it alongside some overwatching enemies it could force players to move from cover and make for some interesting decisions.
  2. And replace one health with one armor in all of its upgrades. Â I've seen the idea discussed before, but I haven't been able to find a mod that does it. Â As items that only benefit their wearer and do nothing if their wearer isn't taking dangerous amounts of damage, I think the vests could use a boost to compete with items that can save squadmates, kill enemies, and often do both. EDIT This sort of exists now with the Armor and Vest Config mod on the Steam Workshop: just a basic edit spelled out in the comments there can do this and other things.
  3. My thought was to add a script to staff enchantments that casts a stamina drain spell on the user as long as they are casting the spell from the staff. But each time the script ran the StaminaDrainSpell.cast() function it would break dual casting. So for example, you equip a flame staff in each hand and try to use them to dual cast Flames. But as soon as the StaminaDrainSpell.cast() script runs, you would lose all of the dual casting benefits (damage bonus + Impact stagger in vanilla, many others from mods). I haven't run the tests to determine if dual casting from staffs even works, but as I said casting from staffs seems to benefit from every other magic perk so I'm guessing right now that it does work. I could live with them not getting dual cast bonuses, though it would admittedly be less than ideal. Would the idea add in the StaminaDrainSpell.cast() to each staff enchantment used? Is any additional wording needed to make it target the user? Is the number in parentheses a per second number, or per use in the case of sustained vs charges and released spells? _________________ Thanks for the time you've already spent.
  4. Hoping that it wouldn't break the USKP, I might take you up on your earlier offer to talk me through the edit every enchantment effect method. By every enchantment do you mean every staff enchantment, or literally every enchantment?
  5. I was thinking it might take that effort on my part, or just a handful of modified staffs. What is UKSP that it would conflict with? How would Dual casting be an issue here? I'll look into it, thanks.
  6. I'm wanting to find a way to make an enchantment consume fatigue rather than soul charge. The first bit seems straightforward in setting costs to zero, but I have no idea how to introduce a fatigue cost. If any of you know how to do this or a mod I can examine for code to point me in the right direction, any help would be appreciated. ____________ My ultimate goal is to change staffs to consume fatigue and/or magicka rather than enchantment charge to make them feel more like weapons one could use freely.
  7. This makes me feel primitive with my method of shredding when with double Shotgun blasts and finishing them off with a MEC Kinetic Fist beatdown.
  8. They seemed like a sort-of threat early on when the game is at its hardest, but their missions became disapointingly easy. I'll confess that I am a casual Normal mode player who left Classic after losing some good men to crits, so I probably don't have the best grasp on top-level Xcom tactics. Exalt was advertised as another human enemy that thinks like Xcom and fights like Xcom, but not much really separates them from the aliens. I was hoping that, just as Xcom grows more capable and dangerous, they would continue to scale throughout the game, but they never really got beyond Laser tech. They use the same needlessly risky tactics as the Aliens where they do not coordinate movements well and tend to get picked off. I was expecting them to be a more cautious and tactically mindful enemy, with possibly a few hallmarks of how an Xcom player operates. ___________________________________________________________________________________ 1. Keeping to good cover and moving in a loose formation, so soldiers can cover each other and they are difficult to outflank. Loose formation is, of course, important to avoid area damage. I wouldn't mind seeing a battle grind to a stalemate with both human factions keeping to good cover, with both sides making plans to break the other line. ___________________________________________________________________________________ 2. Exalt soldier classes and experience mirroring that of Xcom. Exalt Soldiers of every class with varying levels of experience marked by a rank indicator, making knowing the classes and their strengths important to fighting Exalt. ___________________________________________________________________________________ 3. Self preservation with safer positioning of soldiers and more organized retreat and regroup tactics. When one of my soldiers gets severely wounded, they get sent to safety behind a wall of guns to be healed. I have never seen Exalt successfully rehabilitate a soldier in such a way. ___________________________________________________________________________________ 4. Scaling threat and stolen tech. I'd like for Exalt to have their own research going on behind the scenes, and field full veterans with plasma weaponry and titan armor if you drag things out. They could also insidously research techs that you have already researched faster by intercepting information shared with other nations, hacks, and spies. Exalt would gain support and progress faster when threat levels are high, and stall when everything is under control. Nations dropping out of the Xcom project would give Exalt a significant boost in resources. (I'd also like an extremely difficult chain of missions to come up that, if successful, restores a country as an Xcom member. It would involve everything going to hell in that country, and you essentially needing to keep it from being completely overrun.) ___________________________________________________________________________________ 5. More unique gene modifications and technological advancements. When I played and focused on MECs, there was a bit of a fun contrast between my machine-backed Xcom troopers and the gene modding Exalt forces. Sadly, Exalt never got very far in their gene program, and were really never impressive technologically. I'd like to see Exalt research its own unique line of gene modding based tech, carrying on the theme of extreme augmentations with side effects that Xcom finds unethical. Aside the basics such as using some gene mods available to Xcom and more unique to them, they could have special heavily mutated units: like a human disturbingly infused with Muton DNA or that of other aliens. The number of gene modifications that they field their operatives with should keep increasing as the game goes on, to the point where you are fighting superhuman freaks. ___________________________________________________________________________________ 6. Psionics. I wouldn't actually mind if Exalt was allowed to get the jump on Xcom in harnessing Psionics, and I feel that needing to face psychic human forces in middle to late Exalt missions would make them much more interesting. ___________________________________________________________________________________ 7. Active sabotage. Imagine the chaos if, in the middle of a mission, there was a slim chance that Exalt operatives would drop in to sabotage your attack. They would try to drop into a zone not occupied by aliens and try to focus on Xcom, but the Aliens would attack them and they would retaliate when neccessary. Personally, I'd like to see more surprises like that which change how I need to handle a mission. ____________________________________________________________________________________ 8. A more glorious end. The final effort against Exalt, while enjoyable, wasn't a challenge. It felt like delivering a killing blow to an already weak defeated enemy. I'd like to see them do a better job at defending their base and go out with a bang. ____________________________________________________________________________________ Anyone else have ideas for making Exalt a more interesting opponent?
  9. I've already summed up my question, but is it possible to make a weapon buff the user with things like Heal and Shield upon hit? I don't need to mod it into spell making, but I would like to know how to script the effect into a custom weapon.
  10. Interesting. I hope there is some way around it, but I doubt it. Anyway, is there any way to change what effect Sun Damage has? Or script a different effect to happen depending on time of day? Anyway, thanks for your help.
  11. Sorry, I was testing something wrong. After testing with the effect, the fire effect doesn't go away from the target. Is there a way to remove it in the finish section of the script? Anyway, the actual ability either isn't being added to the target or isn't working for some reason: when I target with a self targeting version of the test spell with the same script it adds the Sun Damage ability and the ability works. (Instant death in sunlight.) I need to find why its working on self cast but failing on target cast.
  12. Now working on the problem again, and I'm still not sure why how the script is working for spells but apparently not activating for the Sword. Is there any way I need to tweak the script to apply on hit? This is the script that works for the spell, but won't apply with the weapon: scriptname SwordofSunandMoonSunsCurseAbilityAddition Begin ScriptEffectStart AddSpell SwordofSunandMoonSunsCurseAbility End Begin ScriptEffectFinish RemoveSpell SwordofSunandMoonSunsCurseAbility End The spell targets the user, while the weapon effect is locked in touch as a weapon effect: but it doesn't seem to be applying the script. Does making a script apply on weapon hit require some modification to the script?
  13. Haven't been able to get it to work, going to make a spell that applies the ability to the player to try to see what is going on. Will probably give up on it for tonight and get on again in the morning to work on it- but thanks for the help. The problem could be multiple things: but I'm suspecting that the script to add the ability to the NPC is flawed. EDIT: When I made a spell use the script to give the custom-made sun damage ability, it seems to have worked. Thus, the problem must be making the Weapon apply that script on-hit. I will visit this problem tomorrow.
  14. Looking at how Vampirism's Sun Damage is done, I think I need to use ability instead of spell for it. I'll post the results of testing this.
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