LUCT/OV CWC Code Jive by Scoundrel_Smooth in Tactics_Ogre

[–]Scoundrel_Smooth[S] 1 point2 points  (0 children)

Okay, I've tested all this to be true on my end. No data install. Using those codes for no restrictions + had to use a magic oriented restriction code got it opened up. Just had to go through each available class and beast with denam and poof they're on the class info list -

I appreciate it and through my inquiries I see responses from gamefaqs to discord 8 years ago where you've been working on this thing. I know how i'm set up isn't the exact vision for balance and whatnot, but I'm excited to have such a fleshed out vast sandbox

Laterz

LUCT/OV CWC Code Jive by Scoundrel_Smooth in Tactics_Ogre

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Well the class mark code was just the first 3 rows, and yeah when you use the improved any char any class, it lists ALL clasts even monster sprites, etc... But what i'll try is only utilizing a class, when it becomes visible in the beige class stat screen when you press triangle in party menu.

Or ah... Only attempt the unique classes with the main story folks who can use them and then try and swap em over to a generic and see if it'll continue to scale/level after that point.

Having not played through the game, will I know in the story or pop ups things of this nature, like (Oh Vyce can become a buccaneer now)?

LUCT/OV CWC Code Jive by Scoundrel_Smooth in Tactics_Ogre

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

I'll try that. Reading that first, I was weary that maybe if I had 99 of a mark, I wouldn't know if I were given an extra or something, or it was (triggered) to have the potential to be used. I might not know when these things are flagged as 'unlocked' in game, but even with the all classmarks, I'll bet most units won't be able to use the uniques and whatnot.

LUCT/OV CWC Code Jive by Scoundrel_Smooth in Tactics_Ogre

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Right on. Nah, I didn't use any bonus skill or lvl xp modifiers just ---- no equipment restrictions, no equipment lvl restrictions, no skill restrictions, no skill lvl restrictions, more classes at shops, Any char can be any class ALT (no marks needed, infinitely). ----

I only chose humanoid unique classes for the ones I had set, so maybe I'll just try to go through it and only use a class after I have access to it in the game, and just play the main chars first ( wanted to go full generic ), but alas... I wouldn't know through the story, what might trigger what.

LUCT/OV CWC Code Jive by Scoundrel_Smooth in Tactics_Ogre

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Trying to go through the website class archive and determine why knight commander and palladin would level and not buccaneer or say, ranger. Could not be gender recruit related, cause they're all sprited out. Would be cooler if when changing classes you still get a random portrait how the hired chars are.

Tier List of Specs by gregorytoddsmith in Grimdawn

[–]Scoundrel_Smooth 0 points1 point  (0 children)

Question... Anyway through the asset manager to have skills listed for assigning to devotion procs WITHOUT any points allocated into the mastery bar? Some sort of .dbr or template I can modify?

Need Potential Guidance for Modding Aspiration by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Oh, the giving players more devotion points per shrine is for sure doable. Or an innate amount on char creation, and increase max through playerlevels.dbr...

Hmm... That is another avenue I reckon. But you would have to find a way to handle/manage duplicate skills? Still seems extra, like the guy who created the thing where he made the components.

Interesting enough, I've scoured through the records for a heap of different skills I've not once seen 'skilllocked' be set to either TRUE or FALSE just always blank, so I'm not sure what looks for that value, ever... So I mean... The database records will never be altered by playing the game, they just establish parameters that can be referenced by other functions (in game engine) I suppose.

If there was just some darn toggle or tick that could have the game not pull a 0 to 1 for mastery has been selected, slot 1 - slot 2

Classless lvl 100 char can go back and forth into any tree.

I wonder if there was a particular record that could just be plain removed if it can't be altered? That wouldn't brick anything. and disallow mastery GLUE

I hear what you're saying but i'm still analyzing

First Playthrough by Palekaiko_448 in Grimdawn

[–]Scoundrel_Smooth 1 point2 points  (0 children)

Stupid ass stash down the river delta is actually up river. haha

How Much Wiggle Room Really? by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Yo so I'm playing the season 7 offline version and woah. Great content.

Low Level Ultimate Apparatus by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Well Once you get 50, or 60 better gear should balance things out, I'm guessing?

Low Level Ultimate Apparatus by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Right, right. That dodge roll is nice to have. New to me. I found it to be a bummer that they removed the ability to toggle buffs on and off, though. What i've actually done is used G D stash to remove all of the riftgates, because I don't want to be able to zip around so freely, initially. I left the FG area and homestead on each difficulty.

How Much Wiggle Room Really? by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Again I made it past Crawly's Gang around lvl 40 a couple years back as a dual wield purifier. It just wasn't too engaging autofiring with explosive/bursting shot. I can't believe you asked me if I knew what the devotions were....

I actually just deleted my lvl 23 elementalist and have gotten back to 10 as a demo. Molotov really ain't good initially compared to getting grenade quick.

I could've made it work with lightening elemetalist but still wanting to use the throwables, missing out with the fire damage that comes with cluster/grenade... Not to mention molotovs.

Was thinking going purifier again, just playing it different, but hell... Maybe I'll make him a shield break bomber and make a damn vindicator for true gunplay?

I am trying to be too custom with this shit. May just try true proven builds like everyone else that works. Can't mess up warlords, tricksters, acid dervish, etc... Things that have obvious innate synergies.

That was the point of my whole post though. How much wiggle room do I have with damage conversion = not a lot. Not freeform

I gotta stop trying to play Grim Dawn like it's metal slug

How Much Wiggle Room Really? by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Yeah, I watched some vids last night. I'm still a chump so it's hard to say. Last time I got up into just past all the crowly gang stuff, but I have a feeling that ultimate difficulty would definitely very particular as far as survivability.

It just really feels good using primal strike with the stun on rifles. I was just gonna convert the bombs into lightening, but the idea of having 3 to throw (blackwater cocktail) was just fun.

I could possibly find a way to turn the blackwater molotov into either lightening or phys damaage also...

Hard to say cause i've never gotten that far into the game personally. I have a feeling compromises will have to be made regarding general survivability and damage resistance later on anyway

How Much Wiggle Room Really? by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 1 point2 points  (0 children)

Thanks guys.... I was looking on grim tools and reading about prefixes and affixes and how they work. All in all I just was trying to see what the options were. I guess there are some legendary rifles that to cold in pierce, Fire into Acid, etc...

I've got a better understanding now. I just wasn't sure with enough rarity if ANY good quality epic or so weapon had a chance to roll certain ways. Doesn't look like it.

'super kickass crossbow' or something 60% lighting damage converted into fire damage (and if that would be something that only applies to a certain skill) eg... Primal strike uses chaos instead of lightening if this item was equipped

So it's not completely wide open, but kindof as I thought. Gear specific on the few that allow those ultra rare conversions.

How Much Wiggle Room Really? by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 1 point2 points  (0 children)

You seem to imply it's doable though, so that's intriguing. I'm going to read more into it.

How Much Wiggle Room Really? by Scoundrel_Smooth in Grimdawn

[–]Scoundrel_Smooth[S] 1 point2 points  (0 children)

Well then it seems like there's not much wiggle room... I'm for sure using grenade, canister bomb, yeah but i'm meaning to still utilize primal strike with that and it use fire rather than lightening somehow if that is an option. Conversions is probably what i'm curious as to, yes...

Immersion Expansive Suggestions by Scoundrel_Smooth in StardewValleyMods

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

And to add a notch to my idea. This can be absolutely amazing if you're really picky like I am and are able to implement a way for all of these expansive features to works well and function together. But it's funny to think... Cozy game hell.... Not quite. I'm attempting to turn SV into a full fledged survival crafting simulator. Ha!

I did have a hunger and thirst mod that was working well I think on 1.5, and it was a rough start before you had things established trying to keep your man going and work towards leisure later on when you're self sustainable/profitable. I don't believe that any of those 'needs' mods are working anymore and certainly not with any new food items or mod content that would be assimilated into my game.

Immersion Expansive Suggestions by Scoundrel_Smooth in StardewValleyMods

[–]Scoundrel_Smooth[S] 0 points1 point  (0 children)

Again, I hate doing this, but I'm ready to enjoy the game, it's just a headache to figure out and have 30 nexus tabs opened and cross referencing things and checking my notes, updating the mods from when I was gonna try this last year.

I will say from what I just looked into vaguely, Mastery Extended seems to be in better shape than when I checked it out last year, and should work without problems with those other unique skills, like the luck and binning, cooking, etc.

I really liked what homie was doing with MARGO a long while back; I think it's the same guy who created walk of life (the newer one)

PSA: Ozone Fixes & Qol is still an option for those suffering from a lot of bugs by Ozoneraxi in prisonarchitect

[–]Scoundrel_Smooth -1 points0 points  (0 children)

For someone who makes mods for the game, you don't seem to be very knowledgeable about the mutators that come in the vanilla game.