balrond humanoidRandomizer
Auto creates set of variants for vanilla skeletons, Rancid, Draugr, Dragur Elite, Fueling, Fueling Shaman
Date uploaded | a year ago |
Version | 1.0.7 |
Download link | Balrond-balrond_humanoidRandomizer-1.0.7.zip |
Downloads | 609 |
Dependency string | Balrond-balrond_humanoidRandomizer-1.0.7 |
README
Mod add new variants for vanilla monsters .
What it does is add a set of item sets to vnailla monster + some custom code for them to be randomized way more.
Adding them plenty of wepaons and attacks to chose from. adding new skill to become caster of any magic type.
Note : there are no new prefabs of monsters it basiclly adds all of the date direclty to vanilla prefab
Changes include monsters:
- skeleton
- Rancid remains (poison skeleton)
- Draugr both normal and ranged
- Draugr Elite
- Goblin both normal and ranged
- Goblin shaman
"Guardian" - mace + shield
"Archer", - bow
"Hunter", - spear + shield
"Assassin", - 2x knife + a bit poison damage
"Savage", - FistClaws + a bit frost damage
"Brute", - 2x mace
"Duelist", - 2x sword
"Berserker", - 2x axe
"Bonebreaker", - 2hmace
"Swordmaster", - 2h sword
"Executioner", - 2h axe
"Marauder", - knife + mace
"Warrior", - only 1h sword
"Scout" - 1h axe + torch (addss few fire damage to attacks)
"Pyromancer", - spell caster fire
"Cryomancer", - spell caster ice
"Thundercaller", - spell caster lighting
"Venomancer", - spell caster poison
"Cultist", - spell caster spirit
"Mage", - spell caster all
Each variant has from 2 to 6 attacks with some exceptions like Casters or Archer/Hunter
Depending on Monster some variants will not show up:
- Draugr, Draugur ELite, Goblin , Goblin Shaman can not be assasins
- Goblin shaman can only be of caster type
- Goblin Archer has chance to become a caster
- All goblins can not use 2h weapons
- Draugur Elite still can become one of dual wielding variants but he will not have ability to use the left hand
- Casters Except Mage have all just 1 attack type throw a bolt of something with a small aoe area around it
To spawn a specyfic variant you can sue normal spawn command typing
spawn < MonsterID >Variant< VariantName >
examples:
spawn Skeleton_Variant_Venomancer spawn Draugr_Variant_Mage spawn Goblin_Variant_Guardian
Other changes:
10% chance to get Bleeding(Slash)/Crushed(Blunt)/Pierced(Pierce) status effect on hit based on weapon damage type. Right now each stay for 1 min and increase your vunrability to it type of damage. This can also be applied to monsters with same chance !
Updated icon for spirit damage
Undead monsters deal aditional spirit damage
Changes AI priority on some build pieces
Changes resistance to elements on build pieces based on their material type
Player takes now damage from spirit
System allows normal monsters have up to 6 stars
New variants will be used in whole world, dungeons, spawners etc.
There is no need for any config just plug and play.
Mod needs to be both on host(server or player) and client if played on dedicated or with friends .
Planned works:
- add more variants
- more custom attacks for current variants
- new custom status effects
- more control over equiped armor and weapon based on lvl
- add new spawners so game start using mosnter higher then 2 stars more often
- fix issue where there is nearly 0 chance for a 3+ stars to show up naturally
- add more monsters: planned surtling , goblin brute
- new features : pickpocket , monsters gaining experience from kills
Manual install: just put the dll in your Plugins folder in Bepinex
Removal : after remove all monsters upon server restart will turn back to standard ones
Updateds: 1.0.1 : -Fixed the missing vfx problems -Fixed update UI wtih aditional stars -Added stars for bosses -Fixed issue where possible for monster to be able to generate the LevelUp Effects(change color and scale); -Minor rebalance
1.0.2 : -Fix issue with Goblin Shaman Randomization -Temporary disable Goblin Shaman Protect spell
1.0.3 :
- Fix issue with new stars not loading upon relog
- add reworked shield skill for Goblin Shaman(cast all in area) and Guardian Variant(cast self only)
- added new variant Type - Savage
- fix issue with goblin damage multiplier
- minor balance tweaks
- Added prefabs for specyfic variant generation
1.0.4:
- changed dbeug log types
- moved generation process (this should help with compatibility issues on Marketplace and Jewelcrafting) 1.0.5:
- hotfix on player obtaining monster absorb shield 1.0.6:
- bugfixes on relog error and showing more then 2 stars.
- Damage tweak (monsters should feel stronger now Draugr/Goblin)
- small balance tweaks
- changes in generation process in hope that will increase compatibility with other mods
1.0.7:
- Hildir's patch bugfixes
- minor code optimizations
- goblin shaman has it damage propelry calculated
Know issues:
-
problem with player obtaining absorb shield as skill - To fix this bug be sure to have version 1.0.5 or higher. In case the skill stays on character you would either need to edit character or change your Hero power or remove the mod restart the server login and then repeat adding the mod back. Sorry for inconvinience.
-
problem upon creating NPC using Marketplace
-
error on Necromancer gem in Jewelcrafting
if you have any troubles with mods or error please send me a description of when and how it happen and if possible a log file with the error. This wya i be able to fix errors and make adaptations for other mods.
Happy hunting great Viking. Let me hear the stories of challanging this mod on the discord . Link below. Feedback is welcome.
For support help and fun talks join
Balrond's Den:
https://discord.gg/6zXPhAhpTk