Ahh okay, makes sense. Cool. Just need Larian to ...make it easier to mod I guess. I'd love to get in the editor and actually be able to adjust certain things. The fact that you have to go through so much just to change a skill (and have that only work for PCs) is pretty intense.

I also realized that the changing of healing abilities applies to PCs only, meaning enemies with healing may be much higher priority (though I don't think the AI is smart enough to utilize it; whenever I saw a heal in-game of en enemy, it was almost always a potion).

Y'all modding right now are in the trenches on the front lines. Can't wait until Larian lifts the veil and gives people more to work with. THEN things will get interesting! smile

-Edit-

I started a new game to test a couple things. First thing I really like is the spider. The fact that skills come from different base stats, it makes them not OP. Acid Breath/Poison Dart will do damage but have a very low chance to poison (although Acid creates the surface, so it's moot there xD). Infect will have a lower chance to set Disease. It works out really well because it makes the Spider feel like it can maintain balance. I don't know how this will work across all summons since Elementals will utilize intelligence and mostly spells, but it's a neat thing to note smile.

-Another note - giving a character the Zombie talent on Hard makes it really hard to combat heal (until more Poison Resist is gotten) since Zombie gives 200% resist while Hard does -100% (aka 100% resist, no healing :P).

-Another note - I bought some of the new summons and their level is still set to the original level for learning the skill. I'm not sure if you retracted the idea of making them all require level 2 or not. I'm also not sure if my combining your mod and Source Difficulty mod affected it (may very well have, but can't test currently).

Last edited by Vivikain; 28/07/14 04:20 AM.

"Sorrow - How do you prove that you exist...? Maybe we don't exist..."
-Vivi