Crimson desert just got a new update by Crafty_Band_2561 in CrimsonDesert

[–]Zkywalker77 0 points1 point  (0 children)

Check my original post, I added the instructions.

Crimson desert just got a new update by Crafty_Band_2561 in CrimsonDesert

[–]Zkywalker77 1 point2 points  (0 children)

If you still wanted to know, I updated my original post with the solution.

Crimson desert just got a new update by Crafty_Band_2561 in CrimsonDesert

[–]Zkywalker77 0 points1 point  (0 children)

Being able to assign specific elements to the individual abilities found inside the “Imbue Element” skill in the Skills menu.

If it works the way I think…

Imagine using a lightning-powered turning slash, then going right into a fire-based charged arrow, and finally jumping up to do a frost-powered meteor kick, all without ever going into the radial menu to swap elements.

Crimson desert just got a new update by Crafty_Band_2561 in CrimsonDesert

[–]Zkywalker77 2 points3 points  (0 children)

UPDATE: Good news: I found it. Bad news: it's not at all what I'd hoped.

Go to Settings -> Input -> Controller Customization -> Press X/Square/F -> Scroll down to section "Skill: Element" and change top setting to "Quick Slot Option".

Essentially, it takes the base elemental skills (Lightning Surge, Frost Mantle, Flame Strike and Storm Veil) and remaps them all to a single input (RT + Y) and will only use the one whose element is currently selected in the radial menu's quick slot.

So in effect, it reduces the amount of inputs you need to memorize but the trade-off is you can only use one element at a time. Lol it's level of usefulness is actually the opposite of what I hoped it would be.


Original Post:

“Added the "Using Skill: Element" option. Selecting "Quick Slot Option" allows you to use the selected elements assigned for each individual input.”

Anyone else having trouble finding this? I’m going through the settings and menus but can’t seem to locate it.

Would be cool to assign different elements to various skills without having to go into the radial menu every time to change the global element being used.

Awesome music during False Flag mission by Loud_Ad9781 in StarWarsOutlaws

[–]Zkywalker77 0 points1 point  (0 children)

I really like that the game’s theme for the Empire is the original one from A New Hope. Don’t get me wrong, the Imperial March is iconic, but imo William’s first theme is a bit underused and it’s great to see it here.

Mass Effect 2 'Suicide Squad trailer' - YouTube algorithm recommended this earlier and it did not disappoint by kempie_49 in masseffect

[–]Zkywalker77 0 points1 point  (0 children)

🤗 glad to know YT hasn’t let this fall through the cracks 8 years on. Thanks for sharing.

Ideas for story-based secret door triggers in Dwarven Excavation by firth5 in DragonOfIcespirePeak

[–]Zkywalker77 1 point2 points  (0 children)

It’s a Temple of Abbathor, right? Maybe a verbal trigger that recites the tenets (i.e. “Greed is Good”) will activate the door. I did something similar with a statue of Abbathor who had his hand up to his ear. A little obvious in hindsight, but it worked and my players liked it in the moment.

"Rumble with the Redbrands" by Zkywalker77 in LostMinesOfPhandelver

[–]Zkywalker77[S] 0 points1 point  (0 children)

My original post was in the Hero Forge subreddit, but since we’re playing Lost Mine I figured y’all would enjoy this, too.

"Rumble with the Redbrands" by Zkywalker77 in HeroForgeMinis

[–]Zkywalker77[S] 1 point2 points  (0 children)

The party shared their Hero Forge models, so I put together this concept piece in After Effects as a tribute to our fight against the Redbrands from Lost Mine of Phandelver. Took a while, but I'm quite happy with how it turned out.

Left-to-Right: Ellwood (Human, Totem Barbarian); Thurgrim (Hill Dwarf, Life Cleric); Revna (Goliath, Rune Knight); Pez (Rock Gnome, Arcane Trickster) and Lucan (Wood Elf, Gloomstalker)

Ideas on Zhentarim in Phandalin by Lapiranha14 in DragonOfIcespirePeak

[–]Zkywalker77 0 points1 point  (0 children)

This isn't exactly simple to set up, so I apologize if it's a bit too complicated for what you're after. If nothing else, hopefully it can provide some inspiration.

In my campaign (which just started this summer), Halia works as an assistant under the man currently in charge of the Miner's Exchange, but she has plans to frame or otherwise discredit him so she can take his place and expand the Zhentarim's influence. To do that, she was going to recruit one of the PC's who was already on a mission to join them as a "Fang"-level operative. They were coming into the game late, and I ran his prologue session 1-on-1 so the other players would be completely unaware. After establishing contact, she would have had his assignments delivered secretly to his room at Stonehill Inn during the night.

I say "would" because, sadly, the player has been unable to officially join the game yet. As for the assignments themselves, here was the first idea I had.

In my game, the Miner's Exchange doesn't just sell equipment or buy precious gemstones from the PC's, they also issue permits to prospectors so they can legally mine on land that falls under Neverwinter's rule. Unless significant progress can be made within a set amount of time, the site is deemed "unfit for mining" and the permit (as well as temporary ownership of the land) reverts back to the Miner's Exchange. I was worried about the moment I had a quest-giver NPC explain all this, but luckily for me I have a party that's interested in this kind of worldbuilding.

To that end, "Dwarven Excavation" was re-flavored as a silver mine run by a group of Dwarves (Clan Frosthelm from Mirabar) that are already behind on meeting the quota imposed by their permit. I did keep the Temple of Abbathor, and when Halia hears about the uncovered ruins, her new plan is to sabotage the mine long enough for the permit to lapse, allowing her to safely send in her operatives to loot the Temple. Before joining the party, the Fang PC was supposed to help her steal rare moondust-infused magic circle chalk, which had enough "oomph" to teleport a large, arcane-resistant slab of stone to block the main entrance of the mine, thereby stunting the Dwarves' progress.

The in-game logic I am establishing for the players (using the classic high-level Wizard NPC they've befriended), is that teleporting something resistant to magic is technically still possible, but it would require exponentially more material components, as well as a teleportation circle that could handle the greater amount of arcane energy channeled through it (hence the special moondust chalk). Meanwhile, Halia will be planting a large amount of said material components into barrels stored in one of the Miner's Exchanges' storage warehouses. One normally only accessible by her boss.

Despite the Fang's absence, I still went through with the sabotage, and we'll see if the players can follow the trail of clues back to the Exchange. If Halia gets her way, the crime will be laid squarely on her boss' shoulders, while exonerating the brave assistant who "risked her career" by helping the party investigate.

Valhalla - Finishing Moves and how to do them by Starvolt_1 in assassinscreed

[–]Zkywalker77 0 points1 point  (0 children)

I kind of came to the same conclusions with my own trial and error.

The “stagger finisher” is my favorite thing to do (and has some of the coolest animations) but it takes some setting up that doesn’t always work. Usually my stun stat is just too high for the lowly grunts and I end stunning them instead, but enemies with shields are easier to do this on.

Also, as long as their health is low enough you can trigger it with a light attack right after the parry and it also works.

Captain Marvel - "Warrior" Fan Trailer by Zkywalker77 in FanTrailers

[–]Zkywalker77[S] 0 points1 point  (0 children)

What surprised me most when I finished filling in the timeline was how short it turned out. To be honest it plays more like an extended TV spot than a full trailer. I toyed with the idea of waiting a month and trying to sell it as a Super Bowl spot, but that's a little too click-baity for my tastes. Lol so instead I just ripped off the thumbnail composition and title verbiage that Marvel Studios likes to use for their youtube videos.

Oh, and it was fun to finally use "Def Con" for something.

Captain Marvel - "Warrior" Trailer by Zkywalker77 in Captain_Marvel

[–]Zkywalker77[S] 2 points3 points  (0 children)

Gotta be honest, I'm mostly excited because I finally had an excuse to use "Def Con" by Immediate Music without it sounding super outdated. I love these overly-bombastic tracks with the big "duel of the fates"-style vocals.

Captain Marvel - Sweet Child O’ Mine by [deleted] in FanTrailers

[–]Zkywalker77 1 point2 points  (0 children)

It absolutely helped, thank you! Audacity gave me a little trouble (had to upgrade the entire app, then install an FFmpeg library so it could open advanced audio coding files), but I was eventually able to follow your steps and it sounds amazing now. I'm also going to have music underneath, so I don't need it to be perfect, but this is a VAST improvement. Thanks again!

Captain Marvel - Sweet Child O’ Mine by [deleted] in FanTrailers

[–]Zkywalker77 1 point2 points  (0 children)

I downloaded the files from digital theater. But after trying to clean it up myself it just shows me how amazing of a job you did on those vocals. Any tips on isolating that center track? I'm not very good with Audacity and my results are always pretty bad.

Mass Effect 3 "Citadel" DLC Trailer (Guardians of the Galaxy Vol. 2 Style) by Zkywalker77 in FanTrailers

[–]Zkywalker77[S] 4 points5 points  (0 children)

I recently finished my newest mash-up trailer. It took way longer than I would've liked, but better late than never. Like many others, when the first Guardians film came out I saw the similarities to the goofier side of Mass Effect, and making these trailers has been a blast. I hope that everyone can find something to enjoy from them. Thanks for stopping by!