#Logos Unleashed - Real Time Custom Combo Editing
1 messages · Page 2 of 1
oh for sure
a game that would've needed it is XV. They have a great AI, but sometimes you just can't avoid their deaths
at least armiger unleashed made them immortal
Ok, I tried replacing the timeline of attack03 in clive base combo with an exact copy of itself, and for some reason it crashes the game whenever I try executing it
no, apparently it wasn't an exact copy. I just tried again and it worked
but again, it's just a test, it's the same attack
Oh, I see
it looks like I every time I apply an edit to the timeline through notepad, it corrupts the file
So I guess I'll have to find another way
unless we find a proper way to edit the .tlb files
oh please dear god don't edit binary files with notepad
haha, no worries I was just editing the strings inside
do it through a hex editor at the very least
still
it's likely adding inserting new line markers and such
I wonder why, the battle_move anims seem to all work fine
channeling the phoenix
This is so strange, no matter the changes I make to the charatimeline table, it always points to the same file. For example, I tried changing 1442's Unk2 to a new file path, but it still seems to point to the second attack in the base clive combo
anyone know how to fix the huge fps drop yet?
snowglobe 🤭
Yes it was Mythos I tested it later thanks for the update, it was a good start to the day
I got the mod though from nexus issue was fixed
Idk what he is saying but the vfx look cool as hell
im putting joshuas FX on clives phoenix form
@fallow widget if you don’t mind me asking are working on any standalone vfx mod that will be available for the public
im working on movesets with vfx/animation changes
i plan to release when im done
Looking forward to it
Have you tried the latest version?
almost done 🥱
been trying the lastest version each update still getting unplayable fps
that's weird
does it happen specifically when you press R2 or move forward / backwards?
Are you using a dualsense / DualShock 4? If so, some people said that using DS4Windows solved their performance issues. Seems to be something related to XInput. Are you using SteamInput?
I’m using Steam input xinput controller I have had frame drops all of siudden sometimes middle of combat
It’s a Fantech ps4 controller
PS Bluetooth connectivity
Should I connect through steam input or use ds4 which would be better.
In theory they are the same, but if you are experiencing performance issues maybe try DS4Windows, as some people said that it solved their issues
it did but it didn't i dont know how to explain it
yes it is, lightning happens with each strike
ok good it worx
making different versions so the player can choose
and this one?
I can test it in an hour 🙂 I’ll let you know
Ok
the fire works as well, Id say its a little too much though
compared to the lightning, theres a hellfire amount lmao
i know, that's y its modular so the girlies that wanna feel OP can use it
im gonna make 1 changing a different attack and i want u to see if u can use botha t the same time
ahh I see, okay yeah Ill test that too for you 🧸
I need to test if these work well together with other animation edits
since the R2 crashes when i try to make a new mod from scratch
ill have to edit the same mod over and over and save the finished mod
see if u can install this with 1 of the base combo mods I sent you
it should change clives counter attack after dodging the enemy attack
when I add the ice counter to reloaded it only does the ice counter
and when I added the fire, it overwrites the lightning and not as a new mod
which is probably normal for now
i dont know anything about modding
yeah it replaces the files so yea
welp i cant make any new mods because they'll overwrtite each other and the reloaded 2 thing just crashes when i try to make a new mod so...
at this point im done trying to mod this game
I think I fixed it
try this
use it with one of the combo edit mods
they are separate mods but when I launch the game, the combo one changes to the ice counter
1 is before I launch the game with reload, 2nd pic is after it launches
okay so the ice counter works with the lightning one and not the fire
trythis one
try this with the new ice counter one
they are both redone
ive had to redo them all
beacuse they all need seperate unique mod IDs and not just the same one edited over and over
yeah that worked
yayy
ofc!
ill have more for u to test in the future
and Im all here for it
thank u so much ❤️ i almost gave up
I love what you guys do for this game 💖
oh that's interesting
i can give his base sword string odins weapon trail
thats actually really cool
Omg yeah a trail for each eikon would have been so cool
I need to try to find a way to layer effects (2 effects on one animation)
when i use 2 combo editing mods at once they dont combine
it just gets overwritten by the most recent FX change
oh i found cutscene FX ❤️
beautiful
Dark Knight W.I.P.
omg that is so cool, I love those colours so much
yeah its perfect for dark knight
dark knight weapon aura
Empress is on a roll I’m loving the fx so far
Will the installation of the mod interfere with Mythos or Logos mod?
try it and see
it shouldnt
?
you should make a post under previews for your mods, just a thought
wat u mean?
oohhh this?
i didnt even think of that
i made it
sorry im not well versed with discord too much
i should have made one alot sooner
Does lightning combo and flame combo be installed at the same time, is it connected to Eikons
Me neither I literally started using last year
no base combo is shared cant change it based on eikon
can only change the magic base combo based on eikon
base combo VFX is just called "sword kiseki" while the magic base combo is specific to the eikon like "ODN/SHV etc.)
#1321786499984789504
someone thought i should post here that the mod is causing me some pretty sevre performance drops (running a 4090 7900x and 32 gb of ram on an nvme sdd so its def not my pc making it drop to 5 fps every couple of seconds) dont see a bug report thread so ill leave this here
Yeah, it's a known issue for some people. If you're using a Dualsense / Dualshock 4, try using DS4Windows as XInput emulator
is there a compatibilaty issue with controllers cuz my generic controllers sometimes doesnt respond when the game boots
They just have to be compatible with XInput
It is Xinput controller
It also has to be the first controller connected to the PC. If you have multiple, disconnect them all first
It looks like the new update makes it incompatible with the 50% cooldown reduction mod? At least on my end. Nevermind, please disregard, went to the actual mod page and saw some possible fixes so going to try that 😅
Please can you share your mod config menu?
Did you tweak the configuration menu of the logos mod to get the flame during the attack combo, if so could you please share the configuration menu of combo string
by the way I think combo editing doesn't work right now, I fixed it on my end and will release it next update
It did I guess, empress helped me with the strings, now when I swing the sword I get flame trails almost like Tanjiro’s fire breathing
is it possible to let us rebind directionals to another button?
i wanted to bind it on L1 but doesnt seem to be an option in config
Nice would be cool to get a few of those mods uploaded. Different trails on default slash. I’d love to have the Odin effect
you can see the progress.
i dont know what im doing wrong when installing ... the game keeps crashing as soon as i try out one of the new moves or options... it shows the icons but beyond that it just crashes
Are you using a controller? And did you try after activating SteamInput?
Does it show the icons correctly or are those plain white?
Are you using the latest version?
they are white
yeah using the latest version for everything
i have 3 mods in total and i couldnt rly get either of em to run , but i cant figure our what im doing wrong
Same thing happened with me it’s been happening since today
I haven’t added any mods
i have this one, mythos mod and logos unleashed and neither of em work so far
Ok the issue is definitely with the regional format. You need to have a regional format that matches your game's language, so for example if you're playing in english you must use English (World) or any other english regional format. This is a known issue @storm rune @knotty bear
atleast i have seen none of em work
I fixed it
The problem was with mod framework
Ah, really?
okay that worked haha
thanks
@thorn kite how do you like triangle strategy
I rarely get invested in a game so much that I play it 8 hours in a row lol
Playing on hard and wow, it's one of the most challenging games I've ever played
i enjoyed it alot when i played it, wasnt that hard for me but i play alot of fire emblem on hardest difficulties
the games story is peak tho
enjoy it
Yeah, it's awesome so far. Not that I expected anything less from Team Asano, though
make sure to abuse anna 👁️
she is so busted haha
yeah hughette is a rly good unit aswell
do you have medina already?
Yeah I'm actually pretty far into the game, I have no clue how long it is though
It's funny because I just reached chapter XVI, which is called "Sleep, my friend" as if the game was telling me to go to sleep
I guess the game is right
Oh also I know nothing of the "routes", only that there are four endings, one of which is a better resolution than the others
Yeah I imagined
the only real hard part about the golden route is beating avera in chapter 9 without using the traps
but you can abuse the map with anna
Damn I noticed there was an achievement for that, it's so cool how choices actually matter, even the ones you make on the battlefield
yeah the game is rly good
I really wanted to play FFT, as my first tactical rpg, but with all the rumors of a remake coming and this game at 20 bucks on sale, I just went for it
you should try fire emblem games
triangle has an untouchable story
but fire emblem gameplay is a little better imo
The thing is, I didn't plan on getting invested in the gameplay, at the start of the game I kinda only wanted to play for the story. Still, I chose hard difficulty just to see how it was, since you can change it mid playthrough. I really like the gameplay, but I'm not sure if that would be the same were the story and looks of the game different
yeah i can see that
So I'm just not sure if I would like a tactical rpg just for the gameplay
the story rly keeps you hooked
Absolutely
have you played octopath traveler 2
I wanted to play FFT mainly because people kept talking about it as one of the best in the series, and for A. Yoshida art, but this is also amazing
Yes, still need to finish it though
I kinda "dislike" having separate stories that go on by episodes, but that's just a personal preference
I still love the narrative for what I've played, and the gameplay is quite good, even better that the first octopath
throne has peak story
But for JRPGs made by square enix nothing touches Bravely Default for me
It's kinda a bad time to play them tbh, since the 3ds servers are dead so you can't really upgrade your village (useful for getting powerful items) without some sort of patch, but they say there's a remaster coming
that sounds cool
BD2 is also good, just not as good as the 3ds games for the story and gameplay both
Music is top tier though
FF16 is prob in my top 3 aswell, i just dont see how ppl can dislike his game
Same, top 3
even the side quests were so fun imo
they added so much to the lore
and world building
craziest thing to me was this one hunting board mission where you go to this colloseum area (i forgot the name) and there you find a bunch of books with information about bearers used to be treated at the beginning and how it all changed
Oh yeah they definitely are necessary for the narrative, with how the game itself works they couldn't really have done anything better. Rebirth is a lot better in that department, but it's also true that they have a more flexible engine (UE4) so they can create basically any minigame or side activity they want
that whole bit blew my mind
Yeah the moment you see lore books inside a game you know the world building was led by truly passionate people
the lore you find there
and also what they did to bearers in that specific place
was just so disturbing but so well written
gave me the same feeling i had with thrones final chapter in octopath 2 or osvalds chapter 4
those were very disturbing but perfectly executed aswell
still need to reach those in octopath 2
but it's funny how those two characters are my favorites by far
throne is my fav by far aswell
at the beginning i was under the impression that osvald would have the best story
and he does have a rly good one
but the ending to thrones story just eclipses eveything else
its so well thought out
something something fire in my breast lol
Yeah also really good so far
same for temenos
Temenos is like a thriller, which I like, I just feel like I've seen too little to judge for now
But I do love the character
hes great
"May the sacred flame guide you... or something like that"
I can say I was sold with the very beginning, the epic battle between that sorta of a god and that beast, only for it to be a mere children's story
ye that was rly good
Ah yes, the mobile game, which I heard has the better gameplay and music
btw for octo 2 i recommend doing everything aswell
all side missions and stuff
because when you are done with each individual character the dots will sorta connect
Oh of course, I was so invested in the game that I had to just take a (long) break, as I always do with jrpgs
and you're gonna have a bunch of "oooooh so thats where that came from or ooooh thats what happened* moments
I still need to finish metaphor, after 100 hours in a row playing it, haven't touched it since october
It's just a bad practice I have, to take a long break from something just before actually finishing it
sometimes i do that too haha
i did play through ff16 in one go tho
i only ever stopped playing in between during 1 specific moment
I mean, XVI is hardly a JRPG, also I just couldn't risk getting spoilers on the latest FF game
bahamut fight actually made me pause the game and turn of my ps5, not because i disliked it
but in my eyes it was so crazy
and so much epic shit going on
i was like * i cant take this my heart is gonna blow up i need a break*
lmao
the whole build up to the fight aswell as dion as a character
and the fight itself
10/10
With XVI my only true issue is that Square seems to have wasted a goldmine of a game world for a single game focused mainly on a single character. With how they're treating it post launch it seems like they're just gonna throw it all in the trash
The ending is so open, they could easily find ways to justify a sequel
And a lot of Valisthea spinoffs could be made, covering various time periods
but yeah i do agree on that
I also like the ending, and Clive's story. I get why they deviated from their original script (focused on Clive, Joshua and Dion equally) just to focus on Clive, I just feel like, now that they're done with him, they could make a lot more set in that world
Overall they spent more budget marketing XVI than actually making it better. Suzuki said each eikon was supposed to have 6 abilities instead of 4, Soken wasn't even given an orchestra for his masterpiece of a soundtrack
6 abilities would have been crazy
And that's without mentioning what I said earlier, about the game world and how many things they could do with it
ye
well thank the heavens for mods
cause i can just enjoy the game all over again
with what you guys created
now that i finally got it to work 🥺
I was also looking forward for mods, then at some point I just said fine, I'll do it myself
crazy work
As if I've done most of the work though, that credit goes to Nenkai
i already see myself spending way 2 many hours in the lab cooking combos
like i do when im playing fighting games
lul
nenkai the goat
Ultima update is going nicely, I also fixed the stuttering issue when controller support is enabled but no valid XInput controllers are found. Still gotta add proper DualSense and DualShock4 support, though.
Looking forward to see your tweaks on Ultima's moveset 🙂
Oh it's more than tweaks
Ultima has been completely transferred to Bahamut
So when you equip the Ultima eikon you now have access to a brand new moveset
Other than having custom attacks and combos, this moveset allows you to use Phoenix Shift with Up + O, Deadly Embrace with Down + O and Titanic Block with R2 + R1
That sounds very promising \o/
Think I just finished implementing DualSense support
Leaving it experimental for now. It has a couple issues still
the hype
mThund3R please in the next update can release a way to modify the directional input? I prefer to use a Key
Just wanted to drop by to say you're doing excellent work and can't for the Ultima update, been playing on PC with this mod and some difficulty mods and it's MUCH more enjoyable than the experience was on PS5.
Not sure if it's possible to allow the air lunge to be jump cancellable or if that's just hard-coded into the game because it's meant to be a ground-only move, but that would make this even better.
Not possible as is, but I could find a workaround to make that work
In the Ultima moveset I gave Clive a LB Lunge that goes into rook's gambit, and I noticed you can jump cancel it, so maybe if I add a jump / elevation to the lunge animation for Air Lunge I could make it jcable
That would be amazing, definitely looking forward to anything else you may cook up.
When I install the mod, the skills names switch to English instead of the language I had set. Any way to fix this?
Nope, not for now. However, I think skill names for vanilla skills should stay the same, is that the case?
hey thunder is the ultima/bahamut update coming anytime soon? really excited to test it out
Working hard on it! Will probably release a video soon
So far the (not so) basic moveset is done, the only thing that's missing is the two ability slots (when in Logos mode, you can use two custom abilities through R2 + Square and R2 + Triangle. You can still access your equipped eikonic abilities by holding L3, aka combo finisher keybind)
I cannot wait for it
Do you have any screen recording and such sounds really cool, ever since I picked up your mod never uninstalled it, so I’m really eager for the next update
Zantetsuken and Logos Zantetsuken correctly perform the current level, even though it doesn't show up on the top left of the screen
As you can see, Air Logos Lunge keeps Clive in the air, and is jcable
The two special abilities are obviously concepts and work in progress
Looking pretty sweetttt 💖
Glad you like it
Wooow!! A lore accurate moveset! (and also more lore-friendly due to being tied to Ultima)
I had a similar idea in mind, but you did it like 9999 times better 😄
Well, this is done like half through code, which is a completely different scope
Maybe the video doesn't show it well, but this mode has several combo strings and magic bursts that you can alter through directional input
Ground:
-Base combo string with LB combo finisher and basic magic burst
-Spinning combo string with double finisher if you magic burst in between (Down + Attack)
-Lunge and Extreme Lunge (Up + Attack)
-Burning Blade magic burst on ground combos (Down + Magic Burst)
Air:
-LB combo string with gouge magic burst (ends the combo)
-Upgraded Gambit Counter magic burst (Down + Magic Burst) (ends the combo)
-Odin's glide attack magic burst (Up + Magic Burst) (ends the combo)
Also, you can use the combo finisher system (default: L3), which works the same
The focus is on staying in the air, and getting airborne asap either through the special Logos Lunge (which ends in a rook's gambit that throws you upwards) or the Burning Blade magic burst
Once in the air, you can go back on the ground with Downthrust and Clive will perform either the LB Extreme Downthrust if you're low enough or a special move that ends in Ramuh's Pile Drive
The only things that's bugging me is the lack of bahamut
For the two special abilities, R2 + Square is supposed to be a counter a la Rook's Gambit, while R2 + Triangle a special move that's different if you're on the ground or airborne, resulting in launching Clive in the air if you're not already, otherwise putting you back on the ground
Hammer and Anvil is just a test I did, giving him Shadow Clive's moves
I hope I can put Bahamut somewhere in these two moves, otherwise I'll have to just go and say that Ultima's moves are now Bahamut's, and I already put a couple of Ultima moves in there
I'll still never understand why we didn't get some of those moves..
this is all sounding wonderful tho omg
Yeah, I don't really care about Hellfire personally but some of Shadow Clive's moves are just too good
(if they made Hellfire a unique ultimate with a unique effect, though, that'd be sick)
yeah true
More or less each ultimate is different enough from the next
But not SO different that the average player is incentivized to use them strategically, instead of just spamming them
That's my biggest issue with the combat system honestly, the ultimates
Sadly not so easy to fix with a mod
I almost never use them, besides like gigaflare
Yeah, Gigaflare has combo potential that's beyond being just a finisher, unlike the others
Also a lower cooldown
I like Diamond Dust as well, even though it doesn't offer much combo potential it's a nice ability from a technical standpoint, because it doesn't do much damage but staggers enemies a lot and grows the damage multiplier
diamond dust is nice, although tbh flames of rebirth is pretty cool too
Yeah, flames of rebirth though is often seen as a pure damage dealer, unless you're one of the five (5) people that know it actually heals all of your "lime HP"
I use it for like, that one extra move before I do zan in combos
If it healed you some of the base HP as well it would probably be broken in arcade mode because you could just wait for the cooldown and use it to heal, but in the base game with an hypotetical hard mode it would be so good as a defensive option, way better than spamming Will o the wykes and negating all damage
Would also be sick if it had a recovery bonus, like Scarlet Cyclone
So you would have to time it correctly, and much more punishing if you mistime it due to higher cooldown
so true, Scarlet Cyclone was like my most used ability during my first playthrough
I admit I didn't even know about its recovery bonus until like one year after the game came out
I was carefully inspecting the ability details and was like... wtf Suzuki
Like, at least put it as a special tech in the Chronolith trials instead of just "deal collateral damage to gain more points"
So I would have known late, but during my first playthrough at least
I didnt know about like 90% of the stuff I know now until like, a few months ago lmfaooo
My theory is that Scarlet Cyclone had the bonus effect as a separate upgrade node, back when that was a thing (source: the ultimania)
So when they scrapped that for linear upgrades, they didn't think that the average player wouldn't know about the bonus
which is fair
This is still nothing compared to what happened with XV's development LMAO don't make me start on that one
I dont know anythinggg about that game or the development
Let's not talk about XV's chaotic development xD.
Besides the narrative-side issues, it suffers from an EXTREME lack of documentation on its game mechanics, to the point I thought the team itself simply forgot about them
They scrapped an entire strategy-driven combat system with weapon specific abilities and such for one that's arguably more interactive, but lacking the abilities themselves, replaced by some obscure passive effects on each weapon (at least XV does that). Weapons you can't upgrade, so it becomes pointless to have special effects if the weapon stats are shit by the endgame anyways
And thanks for sharing all of these new info. The modded moveset is insane!
Some of them could be a nice addition to Clive basic moveset too;
- like the Lunge on Up+Attack,
- Burning Blade with Down + Magic Burst,
- Rising Flames as a launcher (Down + Attack on the ground or R2+X or Ground Charged Attack?),
- Scarlet Cyclone as R1+R2,
- Heatwave as Ground charged magic.
Yeah, I feel like the Duscae Battle System seems to be more interesting... or the one from the Comrades Expansion with upgradable weapons, abilities and a better magic system!
It has an INSANE (like, insane as in "not sane") weapon switching system
I never got to play Episode Duscae, but I think even if I did I'd still like the finished (if you can call THAT finished) game's combat system, AFTER learning about all its depth, that is
Comrades is like they remembered a year later that their game has delay attacks and directional attacks, and instead of patching the base game, they implemented it in a poorly structured multiplayer mode that's actually great on the RPG aspect with weapon upgrades and such, but that's bound to eventually die (like what happened now)
Also the magic system with each weapon altering your healing and offensive spell is such a neat idea, surely better than having to sacrifice an entire moveset for two (2) actions (back + throw and... throw) every time you wanted to use magic
ALSO, you can change equipment mid combat
So if that's the case
WHY can't we just have multiple weapon layouts
Noctis is supposed to have an entire arsenal available at command, you're telling me he can only equip 4 weapons? How convenient, the same amount as the leftmost face buttons on a controller
The funniest thing is that when you switch weapons, some phantom blades appear before Noctis and he takes the one you selected, which is neat right? Except the fourth weapon is put asymmetrically to his right, as they originally were supposed to be five and didn't bother in changing the weapon select animation
Yeah... the game had a lot of potential ! Comrade's Lucii Boon System was a good idea too.
A shame that it was never added back to the main game, same goes for the magic system, etc.
In the end I'm glad they went with each face button being a different weapon, instead of having to scroll through them with two buttons, that works fine in KH3 where you have no more than 3 weapons
Exactly, those basically being jobs is amazing
But again, looking at XV's code, to the surprise of NO ONE, they had an actual job system going on at some point, which they scrapped and left in the game just to make us suffer once we inevitably get to know about it
You could change each party member's jobs, not just Noctis'
I thought about changing Clive's base moveset, but that would probably go against my original phylosophy of the mod being as unintrusive as possible
Even though the moveset wouldn't be changed, only improved through the addition of directional inputs
Also that would make Logos mode too similar to the base mode, so I'd have to remake it from scratch to make that different lol
What really?! I would have loved to see some of them in a video or something. Maybe they can use that idea again for FFXVII. 🤔
Sadly it's just scraps of data left somewhere in the game, no way to make that work
I don't really know what this is, but it looks like an old menu. I put it inside an image translator and got what seems like jobs on each character. Maybe more than actual jobs they are just roles that each character has in combat and exploration
sorry this is the translated one
Oh also lunafreya was supposed to be playable in the Royal Edition, they scrapped it probably thinking they would have revisited that idea for Episode Luna, until... oh well
And she was a permanent party member
未使用・■ルナフレーナについて.1
ゲストパーティがいない場合、バトル中に参戦してくれます。
Un used: About Lunafreya 1: if there is no guest, she will participate in battle.
I also forgot to ask:
Is your Deadly Embrace working fine with medium/larger enemies?
Because if the enemy is not mid-staggered yet, Clive should normally hook on the enemy to propel himself in the air.
And for Bahamut -> Maybe adding Wings of Light Dodge instead of the Perfect Dodge?
Or a weaker MegaFlare has a Counter Magic Shot?
Deadly Embrace works fine, but for some reason Logos Embrace (the version that puts you into Logos mode when you aren't in it yet) only works properly with smaller enemies
Not a huge issue though, if you need to you can just double tap to perform Deadly Embrace asap
I see! I had the same issue on my side despite literally copy/pasting the same values for the "custom" Deadly Embrace... There must be something else needed in the background.
wait did you give him boss moves??
I mean, Clive is the final boss in this game.. i feel sorry for everyone who fights against him
Yes but actually no
You can give replace an anim with a boss anim, then replace a timeline and edit it to point to the anim you replaced, and most of the time it'll work
But as far as I've seen, enemy moves don't damage enemies
You can give Clive other party members' moves though
Also this method sacrifices an anim and a timeline, I have 4 "slots" available
ultima_mode_st, ultima_mode_ed, ultima_mode_start_air and ultima_mode_ed_air
because with Logos Unleashed they are unused (you activate ultima mode through bahamut's Rising Advent instead)
I spent days looking for ways to add timelines to characters, but to make the character actually "see" the timeline in the files, it needs to be included in the characters' timeline.pac file
And I had issues trying to edit those files
Looking really sick 🔥
I’m just go ahead and say it like a selfish person, when is the mod update coming, seriously I can’t wait.. just fixed my pc was going through, this discord made me calm down a bit
Don't really know, but I'm considering releasing it without the two special abilities for now
1.2.0 also makes minor changes (such as Dark Parry now being a purple icon instead of plain white) and implements experimental DualSense support
It also fixes custom combo strings not overriding the default ones
Do you mean Bahamit/Ultima??
No I mean without R2 + Square and R2 + Triangle in the Logos moveset
We only have R2+O I think
mThund3R your work is fantastic! How do you chane eikons? I haven't find a way to swap eikons on my cheat table 😭 maybe you can help me to do it. Tomorrow i'll post a video and the table here. Maybe not full working but i th8nk that 80% of it is complete 😀
Another question that want to ask... All these moves that you make on ultima are like the custom abilities that you make before right? If so with my table we can use these abilities on all eikons too
Yeah, I think you can put the custom command ids inside the table and it'll work fine
a grounded bourning blade into air burning blade combo would be cool, but i guess the knockback from grounded burning blade would mess that up? unless the aerial burning blade would come out fast enough to connect
Damn 😦 i record a video but it is 9 minutes and 256Mb 😅 I'm trying to upload or reduce it dimension to post here
mmm no, it dimension is 1,06Gb 😖 i recorded it with nvidia on 720p
ok for now i can upload on my onedrive, i give you the link
if someone is interest to cheat table i can post it and maybe mThund3R can give me a hand to find why i can't make the change of eikons working. In the last minutes of video i set "Active" on experimental change eikons and when you change the varius set, the magic and the eikons seems to change but not at all. It work only on 1st set of abilities selected in menu. You can change it when you want but in the menu but if you are on a "custom" set, to reuse it correctly you must select ALWAYS first set in menu.
it says no permission to view it or the item is missing
Don't know why but as soon as I enable the main script my game crashes
I'm making the final changes to the Logos moveset. No special R2 + Square / Triangle abilities for now
Before releasing I really want to try one last thing: a custom parry counter for Logos mode
Cool! 🔥
If you can achieve such (Eikonic) feat! Please let us know how you did that.
I'm trying to find how Parry works in the database in order to copy its "global ability cooldown reduction effect",
(Speaking of which, we can actually increase the parry slowdown time extender from the Disengagement Bit accessory by changing the corresponding EffectPotency value in the EquipItem table.)
😱 i hope that work with your update of logos 😱 because obliviusly i make the table with your mod installed... mmmm... i must try again but for me work well
Try now to see the video
Onedrive tell me that every people that use this link can view the video 😅
I’m waiting for Bahamut, I’m doing a Phoenix, Odin and Bahamut build
And I can’t thank you enough
I think there's some confusion though, Bahamut isn't changed in the new update. This update focuses on Ultima and Dualsense support!
You empress really helped me express myself in this game’s combat I guess I’ve never put out so much gaming content in my life like I did with logos and later empress’s mod
So thank you for making all our experiences so much fun
I thought you were gonna merge Bahamut with Ultima, where did I read it, I can’t remember but I read it somewhere
Oh that's already how it works in the mod, Bahamut has Ultima's moveset
Ultima has a brand new moveset. You can't use his old one
(I could make it available as well if people want it)
But if you wanna use mega flare you just have to fly around with out any defense only dodge
Oh people do want it
You can always use the perfect megaflare dodge on activation, it was added in the Rising Tide update
I mean the old Ultima moveset on Ultima
Changing the bahamut Wings of Light move by giving it attacks and such is quite the task sadly
Because bahamut has basically no abiities
For example if you activate ultima on Bahamut the megaflare meter remains the same, is there a way to change that
It’s really sad considering him being one of the strongest eikons
If I find out how to make that work, that is
Cuz then you could attack and use ultima moveset at the same time while the megaflare meter keeps risings
Yeah they really messed that up, maybe he was supposed to have cooler abilities but it was scrapped when they changed from 6 to 4 abilities per eikon
btw, you could always put the eikonic feats inside the ability slots, why would you want to change eikons?
I want to change eikons because with the script that i make you can use all eikons at the same time pressing L2
Like when you change the 3 eikons but we can have all eikons at same time without have to pause the game and change set in menu
Yeah, I was so disappointed when I first got Bahamut in the game... Thankfully, the latest update made it better, but it's not enough :/.
They should have let us at least use Magic normally while in Wings of Light mode.
(Yeah, I know about Satellite, but it would have been better to make Magic available by default xD).
Because Ultima/Bahamut in the mod is cool cuz he doesn’t have the Ultima wing but has that blue skeletal thing which is really cool.. you can summon wings to attack even that’s really cool the only problem lies with the megaflare mechanic, once you get that going, Bahamut could be crazy powerful.
That’s actually game changing and very convenient, sometimes it gets really annoying with only 3 eikons being available
This is my idea 😊 but i'm not full yet working
Wings of light is just Bahamut hovering and doing dodge simulations to build up megaflare, huge disappointment
I think that i will update the entire script when you release the update for mods mThund3R because probably change the address
It's more complicated that make new combo strings for tekken 8 xD
Oh, I'm gonna actually see if it's possible to have Wings of Light automatically activate Satellite when used.
Or to make it able to cast magic without Satellite.
I'll try using the latest published version of Logos Unleashed to see whether that's the issue or not
Let us know if you manage to merge Ultima to wings of light for Bahamut, it feels like that will actually complete Bahamut rather than adding or taking anything away.
If it isn't too complicate for your work return with the last version published, yes try it
I very game changing will be change the eikons continusly, so that you can select the first set of eikons and when in game pressing L2 not only to cicle between the 3 eikons but cicle with all 9 eikons 😱
By the way, I think something's off with Dualsense support. There's a very noticeable delay between pressing the buttons and them actually changing stuff in game. Gotta make that "experimental" flag really huge lol
It crashes the game even on v1.1.1
Mmmm it's strange...
Input latency? Are you using Bluetooth or wired??
Wired. The game is receiving inputs with minimal latency, it's definitely an issue with the mod's code
Dualsense support will be like keyboard support you can turn it off if you want to??
Right?
Of course
I wish I had a handheld I’ve been on this bed for a week, the only time I get to play is when everyone is downstairs and not looking after me
I wanna mix match a perfect personalized Clive for myself, this injury messed everything up, I didnt even get to play Ninja Gaiden 2 properly maybe for 15 minutes, today was completely unproductive didn’t test any mod, no build testing no nothing
I just sat down to play and my partner came back now I’m back in bed again.
Can you try the table now?
I was working on new test to change eikons when i have upload before
It's still crashing for some reason
Crashes as soon as I enable the root script
No exit code
Do o change the eikon order from the script?
can someone else test my table? for me work
Yeah it crashes as soon as you activate the rotate ability set
are you use the first set in menu?
Could you give me some time I’ll send it to my cousin to test it out
Yes
I guess it’s conflicting with any other mod lr I have to reinstall CE this type of thing happened before
I had to uninstall and then freshly instal CE
It crashes as soon as you enable the base script, can't even select anything
now this is really sick, im sorry i couldnt watch it when you put it out, im confused about the eikons like your equpped with ultima shiva and odin, but you get to acces pheonix and garuda, how does that work?
Can you see this video?
yes you got to the second menu my game crashes with the first tick
I equipe the eikons in the order that the game give us, then select the first set in eikon menu and return the game
Try to change the key thet i set in cheat engine
btw its technically 3 eikons but you can add more of their attacks did i get it right?
Yes for now the eikons remain the same
Ultima has Phoenix Shift as Up + O, Deadly Embrace as Down + O, Titanic Block (parry only) as R2 + X, Zantetsuken as R2 + O
But with L2 you can change to other abilities
I set your custom abilities mThund3R in the ability of normal set and disable the directional input
i was reading and practicing the button combo on my controller 🤣
like with out changing the eikon itself?
on which dominants did you apply this to?
i'm sorry if i keep repeating myself im under heavy medication, i apologize in advance for dealing with me
and can you do a showcase video of other dominants with mythos and logos if you have some time?
Someone make this step: don't enable the script. Load the game first, then go in menu and set the eikons in this way:
Phoenix, garuda, ramuh, titan, bahamut, shiva, odin, leviathan , ultima
Set 1, 2 and 3 in this way
Then enable the script
Maybe it crash with other eikons order
What does this CE table do? Allow us to switch Eikon sets?
Yes it can
Still crashing :\
In this video you can see that i'm on set 1 with the table
And i can change the ability that i want
But first... if someone can use my table delete what i post before. I post a new one with the name of all abilities
😭😭😭 i can't understand why... maybe in conflict with other mods?
ok this is the new table. mThund3R try this again but i send a screen of my mods
I have only these couple of mods. The others are all vfx that Empress make
as soon as I enable this the game freezes and crashes
Mmmm... have you install other mods? Like mythos?
Maybe with other mods that modify the abilities can conflict with table 😖
The address can change i think
No, the mods I have are Logos, some cosmetics, FFXVIFix (reloaded-ii version), a difficulty mod, faster move speed, air rolling and backflip
none of these modify commands nor actions, so I don't know why this is happening
😭... damn... if you can use it maybe you can help me to find a way to change the eikons or it can be help you with your work 😔
If someone else can download and test it so i can understand why some of you have crash...
Ok I have no idea how to do this. In the meanwhile, another idea has come to my mind
I'll try changing the Logos dodge counters to vanilla Ultima's
The teleport thing? With the super stylish counter?
(Laser beam with Counter Shot)
yeah
How can I help test the CE table?
Mine crashed as well
You should publish it
You can put shared scans and mod framework at the bottom as well, it will help you boot up faster I was going through this same issue, basically put shared scans under mod framework
Mod loader should be at the beginning
For example I put the mod framework and those other mods that color up the square bottom of that
I put only mod loader on top and then line em up depending on the mod
is this a different version or the same as the one you posted a while ago??
It worked for a while but it crashed as soon as I used a designated attack
This is reminding me of fifa you had to constantly update live editor for ce to work because of their anti tampering software
Is your internet turned off or on while you were using the table
Oh thank for the info on the order for reloaded, i must test it today because i noticed some slowdown in the loading. For the other lags that can be see in my video i think that it happens because i play in 8k 😅. Apart some lags only slowdown in combat but other people have this problem so.... However i play with internet turned on on my pc and the game has the last update. I bought the game on steam and play with the opened in background.
I have try to launch the game without any other trainer/cheatengine. Only mine active and it work 🫤
Tetsuo9999 try to use may script. Simply lau ch the game and active the script and tell us if the game crash... on my game work but not for SinnTox and mThund3R 😔 so i must understand why this happen
How does the CE table work?
Give me the most recent one please, I can do it right now
For the rest, the game is in normal state. I mean that the only change that i do, is pickup my command.nxd (italian version) and add all modified strings that mThund3R do on his mod. In this way i can use his mod with my "traduction" of text
Download the last that i post here
Let me try it right now
When you active the script, if the game doesn't crash or freeze, you can set all abilities that you want on the same slot of abilities that you seti in menù
See the last video that i posted (in that case, i'm on my first custom set)
I don't think you need to do that, the mod loader automatically adds the new rows to each command.nxd file
The table work for now only when you select the first set and maybe only if you set the eikons in that way (phoenix, garuda, ramuh). Then when you press a key (On script "R2 to change ability") the original abilities that you set in eikons menu will change in what you want by selecting it on the drop menu on the right side of the script.
Just crashed for me too
Really? 🤔 I do it in automatic because i was thinking that without the string for your new abilities the mod won't work well
Damn... i can't understand why....
It's either a mod conflict or possibly the language difference
Mmm for the difference of language i don't think... because i wrote always in english on cheat engine
I tried putting the game and regional format in italian just to see whether that's it, and it still crashes
No... can't be for different language... i have all update. All mods that i have installed too
Can you do an "experiment"? On the end of the script, there are the original address (the blue one) and where the script inject. If you can find that address in you game (without active my script) maybe i can see if the address or it register keys are different for you
SinnTox i rename this mod because i install it (true black) and change the texture in blue to match the ultima weapon 🤣
However for the table, i post it on fearless site too... i hope other people can make some test
I just checked, the addresses are the same
Have you guys tried with only Logos on, or no mods at all?
I just tried with Logos on and it freaked out the moment I activated the cheat.
the table is made to work with logos
Man I bet you got those beefy systems, I can barely play it smoothly with out upscaling,.
The game just soft locked my pc after activating the table.
I think I just found some new tech: you can chain the Slash and Punch finisher (final ground combo finisher) into a deadly takedown with garuda's claw
This might be broken af lol
Is it a windowed, borderless or full screen thing?I play in full screen!
It would go hard with blue and black armor
You should publish it
Btw what tools are required to change the color??
I havn't make the mod, i only pickup the original mod and change the color. Later in the afternoon i will make a photo and post if you want
Windowed so i can easly use alt+tab to use cheat engine
Ff16 tools, you can unpack the texture, change the color and repack it. In this way you can change color for other mods.
I must thank mThund3R because him explain how to open nxd file
I’ll try mine in windowed mode
He explained me how to change weapon and item value
Can you send me the message link where he did?
Do you use SQLite?
Yes, i download all you need from the site of Nenkai
And yes i used sqlite for modify the nxd files. For texture you don't need it, follow the instruction on site and, once extract what you want to modify, you can use any editor for image or photography
SinnTox here is my color change to match ultima 😝
Two new combo finishers just for Logos
Very fitting for "Logos Unleashed" ! Those combo finishers are sick!
Guys can you test the script now? Maybe i understand what make crash on yours pc
ability first "final fantasy XVI" lua script and then the alternate rotate ability
let me know if now work please
Still crashes for me.
I actually thought you changed those red glowy parts
Did you use the mod files of true black mod to change the color, I’ve been on it for two days.. no luck.
Can you upload your mod in your preferred place of choice??
That would be so easy and those white parts in blue really cool, I want match it with my alternate blue armor.
what did you use for the dds files
did you edit this?
Yes but wait, i can send you the files so you can simply put it in the folder of true black mod
That would be great 😇
ok, before you put in the folder of true black mod, obiviusly, make a backup of the original file. Then put this 3 file there and choose the color you want to use/try by rename it and simply delete the " (color) " before .tex
🤔 why the tex files shows in this way? However i try to download and it's ok
no problem 🤣 it's a simple retexture
Oh anyway, my script work 😍 i must thanks @balmy sedge for help me to test the table
so, to make it don't crash or freeze your game... unfortunatly (maybe)... you must disable all mods and leave active only Mod loader, mod framework, clive reskin, sword reskin, logos unleashed (obiviusly) and the all the mods made by Empress. Oh the Play as Odin too if you want
for now start in this way the game, then (if you see that my table work), you can test every mods you have installed one by one
we must understand what mod make the game crash or freeze
thanks for you all if you can help me to test my script
If i can ask a thing to @thorn kite , can you tell me how you can find the value for the animation? You write a value in command.nxd in a empty row and test in game?
or there is some other nxd files where you can see all the other animations of ability?
Ok maybe i found how to archive it
look inside the charatimeline table, it contains paths which should tell you approximately what you're looking at. then search the related charatimelineid in the action table, and you'll get the actionid you're looking for
Oh ok thank 👍
Bro all I needed was a push now I gotta figure how to make glowy things blue
Sorry video is compressed cuz discord
Are you talking about emissive
I’m totally new in the scene I don’t even know emissive means, like he has those red parts that’s glowy in the burnt black, I just changed the base texture of the suit, cuz didn’t wanna mess things up, but I got these shots results of turning red to blue.. but those glowy things must be in some other file.
Only those remained red other wise I did turn everything blue I guess
If you zoom the video you’ll see even in the armor those red things are surrounded by blue texture
@naive meteor stuck on the glowy red parts I tried to improve on your files to match the other colors that I changed
Zoom in one the chest and at the bottom of the cape that’s where im stuck
Yes, the glowy red part is another file of texture, the idea was to find it but i give the priority to my script... I want that anyone can use it so the game become more enjoyable. 😊
The same is for the red part on cape, i think that they are on a same other texture file
Cleaned up a bit and made the skin a bit darker
I wanted to keep red parts cuz “Shield of Rosaria” (In Clive’s voice) cleaned up the red and blue mixture which gave the purple effect, kept a separate blue contrast cuz Mythos
@thorn kite if you don’t mind sharing how is the development of your mod going, any showcases?
Nice progress, Sinn!
Are you planning on making other similar retextures? 😄
Maybe it would be better to create another topic for your progress?
I would love to see more 🤞
Been working on something else FFXVI related during the past few days. I really wanted to see whether that MP concept of the other day could actually work in a mod. Still unsure, but the bar itself works fine (updates itself based on a variable sent by the mod)
Thats pretty inventive.. first time i've seen custom GUI in this game i think?
Woow, that's promising! Can we see it in action, in a short video? 🙂
Still need to implement some logic
And that's the issue, I can easily tell the bar to go up or down, but I need to find a way to know when an ability is used
To prevent abilities from being used when the bar is too low, I can just replace their commandIds with a "Not Enough MP!" command
Also a slightly lesser issue, obviously the bar shows up everywhere for now
(with everywhere I mean in the game, it's injected into the game)
yeah you'd need it to show/hide with the other gui
can you do pixel based detection? so it only appars if the gui pixel appears?
not sure the gui exposes a global var
it might?
Goddamn
wtf
🗿 This is peak
Did you only edited NXD files, or did you use C# on top of editing NXD?
To make that specifically, I created new actions in the action table through nxd editing, then through code I listened to player input and modified the combo table accordingly (setting the action ids to the new actions I created). Once the player releases the input, the combo table goes back to how it was
Of course there's a lot more going on in nex, as this is a new moveset for a new playermode that replaces Ascension
Most of it is done through nxd, code is only necessary for special keybinds
Damn
Oh nice! I think both of our modded combos should work together as I'm not touching Ultima's actions in the combo table.
hey, I have a quick question. would I have any major problems if I tried to use this mod without both DLCs?
I haven't tested without dlcs, and nobody has ever reported anything regarding playing the mod without them. I think you should be MOSTLY fine. Some things will obviously not work, like Bahamut's Luminous Advent for example
Next update is also integrating the abilities more into the game by making them part of the skill tree
They are not new skills as that's not possible to add at the moment, but they unlock with new upgrades for existing ones
For example, Deadly Gambit now unlocks when you master rooks gambit twice (level 4)
A great update in-coming then!
Does that mean that Deadly Gambit can be set in the Ability shortcuts with any Eikons? Or is it "only" for the Logos Mode?
EDIT: I thought it was Deadly Embrace 😅. My bad.
You did that through the Skills table, right?
That's actually a good idea; instead of forcing the new action for the regular mastered version, attaching it to an "ultimate" upgrade rank.
Is it safe to add new rows in that table?
(and use the same SkillIDs as the existing skills in the table?)
Seems to be safe, you need the key1 to be the same, and key2 to be the desired upgrade level
Deadly Gambit is garuda's Up + O, I actually didn't notice if it can now be set as an R2 + Square / Triangle ability
This is really interesting, can’t wait to try it, take your time this is huge
I need to learn a lot of stuff before even beginning, but this one was a learning experience. I wanna do learn how to change radiant colors though.
NG+ players most likely will have something new to work with, this is amazing
Jill fans are about to lose hope with this mod
I get it that she cannot walk, at least give her a wheelchair or smth
lmao
took a break, things happened, going to work on it some more soon
I'm trying to balance how many skill points should be needed for the modded actions
The goal is to make the player think whether it's worth investing points here or there if they are on a new playthrough, otherwise (ng+ ff mode) it shouldn't be a problem and you should be able to unlock all moves pretty quick
This is basically my response to people saying the mod makes Clive too OP
If you think a move is OP, you just don't unlock it
And if you do want the move, it's gonna cost you : ) . It's gonna cost you cash I want your money no just kidding it's gonna cost some skill points
Very clever! Can't wait to see more about it.
Did you try experimenting any further with the KH-like MP system?
Not yet, but I will for sure do it once I release this update for Logos
For me op is a good thing makes you feel like a god
Any release date yet
Any news on thd update? The last patch of game break my cheat table so i'm working on a new version that maybe can work well for all.
I don't have a release date yet (will probably just casually drop it someday). I'm kinda in a phase where I'm trying to make the modded skill tree decent.
Since there was an issue with the previous concept where going above mastery level would remove the mastery bonus (being able to equip the skill to any eikon) I'm taking the chance to try and make it more integrated into the base game, such as by having the third level give both the mastery bonus and the corresponding modded move. Since I also added an additional upgrade level for certain skills, it will be between the second and the mastery, instead of after the mastery
Of course I'm also working on improving the new Logos moveset, and I'm also adding some new moves to existing eikons.
Shiva can no longer perform the Blizzaga cancel in the air, and will now perform a level 1 mesmerize instead (if you unlock it).
Phoenix requires further investment to unlock the powerful air Shift Wave, otherwise it will just perform the ground version even in the air. I figured this might be even better for some combos.
Ah, also there's a new level of Air Lunge which overrides the lunge finish with an airborne Garuda move, effectively making it jump cancelable.
For the people in the back:
You can now jump cancel out of Air Lunge
Overall sorry for the delay, I'll go back to working on it as soon as I fix Turbo Mode for 1.0.3
Thanks for the news! It seems you have been doing some nice progress and discoveries. I look forward to this!
Someday, I will see if there is a way to put some of my changes (like the ground charged magic turning into Heatwave 1 or ground burning blade turning into Zantetsuken 1) on other tables to avoid conflicts with your mod.
Hey, if you feel like it you can just copy all the files from my mod into yours so that it's no longer required
Or I can distribute a version that only has the code without any tables edited
Good to hear that. Let's see once the new update is ready, thank you!
In the meantime, I wish you all the best. Keep up the good work 👍💪
With the recent discoveries in the action table, it looks like I'll have to once again expand the scope of this update
I think I'll make some mastered moves work in the air, such as Gigaflare, Will o the Wykes, Scarlet Cyclone, Rising Flames and lots more if I can get them to work
Also that workaround for air lunge being jump cancelable is probably useless now that we know how to add vertical movement to moves. For those who don't know yet, I added a new tier of Air Lunge that instead of performing a thrust makes Clive perform a Garuda move that keeps you in the air.
actually i did have a question about how the mod works wrg to progression in a regular new game
since iirc some moves are independent of the equipped eikon, does that mean Clive would have access to them before he would acquire that eikon in-game?
So the stuff that comes in this update is:
- Logos mode for Ultima with expanded directional moves, unique finishers and maybe even two unique abilities (if not this update, the next)
- Modded abilities disabled until unlocked in the skill tree
- New descriptions and in game documentation for modded abilities in the skill tree
- Experimental DualSense support
- Some more skills / reworks for each eikon
Titan is still not working, btw, but I'll look into it and see if I can include it in this update
That's a big issue at the moment with combo finishers specifically, as behind the scenes they are not commands, rather a new combo string for the Attack command that replaces the standard one on button press.
For Dark Parry and Dark Juggle, though, I made it work by preventing their effects until you master Arm of Darkness and Gungnir respectively
The biggest issue that I don't think I'm able to resolve for this update is definitely with the system that prevents abilities for being performed until you unlock them: if you move the left stick up, for example, you will see the button prompt for Up directional moves regardless, and trying to press them will just do nothing (overriding the default eikonic feat)
ahhhhhh i see
it would be possible for ground moves to not cause Clive to fall anymore too right?
Yes, and it's crazy
Take a look in #📝〡nex-nxd-tables, there's footage of Gigaflare cast airborne and wings of light actually enabling flight
OH MY GOD ITS PEAK
Will that mod that SoloWon worked on that made big enemies stagger/launch be part of this update too?
No, if I manage to make it work I'll make it a separate mod
Hmm, I was thinking about what Bahamut could become with the recent nex discoveries and thought that it could be have much more than just Ascension mode in the mod
I'll give Ultima access to Ascension through R2 + O (which could even become Luminous Advent on mastery since I love its activation), removing access to Logos Zantetsuken because that was clearly bshit level of OPness
It might be too ambitious, but I want Bahamut to be able to fly, and not just the way the recent mod did it, but with actual flight controls:
X and Z axis flight - Left analog stick
Fly Up - R2 + X
Fly Down - R2 + O
This is an early demo for flying Wings of Light
My take on this concept is as follows:
-Enabling WoL airborne will propel you upwards
-R2 + WoL Dodge will make the dodge go farther
-WoL Cancel -> Heavensward [Good dash in the desired direction, will rapidly propel you higher until you reach the height limit of the map. You will keep flying upwards until you perform another action]
-L3 + Heavensward -> Earthbound [Dispels WoL and lets you fall to the ground. At the moment the fall to the ground part still doesn't work properly. It is cast automatically once you switch Eikon]
-You can alternate Heavensward, Earthbound and WoL airborne activation to stay in the air.
Current issues:
-Though Heavensward always propels you upwards, other actions might slowly make you fall if you already performed a certain amount of actions since you've been airborne
-As said earlier, Earthbound still doesn't work properly
-Earthbound can only be used after any action has been performed since WoL activation
Holy shit u werent lying when the title said “wings of flight” 😭
It’s beautiful
Good job! Say, do you have the source code of your mod anyway? Looks like you have some really complex stuff with input reading and stuff, so I wondered how its or any other tech is implemented :p
also, regarding slowly falling after certain amount of actions, im still trying to figure it out, but I did found out that after I fixed the megaflare dodge, doing them no longer cause me to fall, maybe you this can help you figure it out somehow
Oh, it's quite too ugly to be on GitHub right now lol
I'll try to upload it in the future
In the meanwhile, if you have questions just ask! There are three input systems made using three different nuget packages (GlobalKeyInterceptor, XInput and DualsenseAPI) and every time an input is performed, I have very big functions that modify the game's database on demand
Initially this was very unoptimized, but thanks to Nenkai I was able to improve it by accessing each table and layout only once (at the beginning of the code). Rows though, are still accessed every time.
There's also another issue right now, the code is still using an older version of the framework that lacks many nex updates, and it's challenging to upgrade it because of having to change all the column names
First I declare some stuff
public DualSense? dualSense;
public bool isPolling = false;
public static NexTableLayout summonmodeLayout = TableMappingReader.ReadTableLayout("summonmode", new Version(1, 0, 0));
public static NexTableLayout playercommandbuilderLayout = TableMappingReader.ReadTableLayout("playercommandbuilder", new Version(1, 0, 0));
public static NexTableLayout actionLayout = TableMappingReader.ReadTableLayout("action", new Version(1, 0, 0));
public static NexTableLayout comboLayout = TableMappingReader.ReadTableLayout("combo", new Version(1, 0, 0));
// public static NexTableLayout weaponbaseLayout = TableMappingReader.ReadTableLayout("weaponbase", new Version(1, 0, 0));
public static NexTableLayout systemmoveLayout = TableMappingReader.ReadTableLayout("systemmove", new Version(1, 0, 0));
public static INexTable? summonmodeTable;
public static INexTable? playercommandbuilderTable;
public static INexTable? actionTable;
public static INexTable? comboTable;
// public static INexTable? weaponbaseTable;
public static INexTable? systemmoveTable;```
Then, in the OnNexLoaded function:
playercommandbuilderTable = nextExcelDBApi.GetTable(NexTableIds.playercommandbuilder)!;
actionTable = nextExcelDBApi.GetTable(NexTableIds.action)!;
comboTable = nextExcelDBApi.GetTable(NexTableIds.combo)!;
// weaponbaseTable = nextExcelDBApi.GetTable(NexTableIds.weaponbase)!;
systemmoveTable = nextExcelDBApi.GetTable(NexTableIds.systemmove);```
if (_configuration.isKeyboardEnabled)
{
_logger.WriteLine($"[{_modConfig.ModId}] Keyboard input has been enabled. Send your feedback on the nexus!", _logger.ColorYellow);
Thread keyboardInputThread = new Thread(new ThreadStart(KeyboardInputThread));
keyboardInputThread.IsBackground = true;
keyboardInputThread.Start();
}
else
_logger.WriteLine($"[{_modConfig.ModId}] Keyboard support is disabled. You can enable it in mod configuration menu.", _logger.ColorYellow);
if (_configuration.isControllerEnabled)
{
Thread controllerInputThread = new Thread(new ThreadStart(ControllerInputThread));
controllerInputThread.IsBackground = true;
controllerInputThread.Start();
}
else
_logger.WriteLine($"[{_modConfig.ModId}] XInput Gamepad support has been disabled. You can re-enable it in mod configuration menu.", _logger.ColorYellow);
if (_configuration.isDualSenseEnabled)
{
_logger.WriteLine($"[{_modConfig.ModId}] Experimental DualSense input has been enabled. Not recommended! Use a XInput emulator instead.", _logger.ColorYellow);
Thread dualSenseInputThread = new Thread(new ThreadStart(DualSenseInputThread));
dualSenseInputThread.IsBackground = true;
dualSenseInputThread.Start();
}
else
_logger.WriteLine($"[{_modConfig.ModId}] DualSense support is disabled. You can enable it in mod configuration menu.", _logger.ColorYellow);
if (!_configuration.isKeyboardEnabled && !_configuration.isControllerEnabled && !_configuration.isDualSenseEnabled)
{
_logger.WriteLine($"[{_modConfig.ModId}] Support for all input devices is disabled. Mod will not work properly.", _logger.ColorRed);
}
{
Shortcut[] shortcuts =
[
new Shortcut(Key.W, state: KeyState.Down, name: "W Down"),
new Shortcut(Key.S, state: KeyState.Down, name: "S Down"),
new Shortcut(_configuration.specialAttackKeybindKeyboard, state: KeyState.Down, name: "CapsLock Down"),
new Shortcut(Key.W, state: KeyState.Up, name: "W Up"),
new Shortcut(Key.S, state: KeyState.Up, name: "S Up"),
new Shortcut(_configuration.specialAttackKeybindKeyboard, state: KeyState.Up, name: "CapsLock Up"),
new Shortcut(_configuration.alternateComboKeybindKeyboard, state: KeyState.Down, name: "X Down"),
new Shortcut(_configuration.alternateComboKeybindKeyboard, state: KeyState.Up, name: "X Up"),
new Shortcut(_configuration.flyUpKeybindKeyboard, state: KeyState.Down, name: "FlyUp Down"),
new Shortcut(_configuration.flyUpKeybindKeyboard, state: KeyState.Up, name: "FlyUp Up"),
new Shortcut(_configuration.flyDownKeybindKeyboard, state: KeyState.Down, name: "FlyDown Down"),
new Shortcut(_configuration.flyDownKeybindKeyboard, state: KeyState.Up, name: "FlyDown Up"),
];
var interceptor = new KeyInterceptor(shortcuts);
bool wDown = false;
bool sDown = false;
bool clDown = false;
}```
This is keyboard input function part 1 (I don't have nitro sorry)
{
switch (e.Shortcut.Name)
{
case "W Down":
if (!clDown && !sDown)
{
DoUpAttack();
wDown = true;
}
break;
case "S Down":
if (!clDown && !wDown)
{
sDown = true;
DoDownAttack();
}
break;
case "CapsLock Down":
clDown = true;
DoSpecialAttack();
break;
case "W Up":
if (!clDown && !sDown)
{
wDown = false;
UndoUpAttack();
}
break;
case "S Up":
if (!clDown && !wDown)
{
sDown = false;
UndoDownAttack();
}
break;
case "CapsLock Up":
clDown = false;
UndoSpecialAttack();
break;
case "X Down":
DoComboFinisher();
break;
case "X Up":
UndoComboFinisher();
break;
// case "FlyUp Down":
// DoFlyUp();
// break;
// case "FlyUp Up":
// UndoFlyUp();
// break;
case "FlyDown Down":
DoFlyDown();
break;
case "FlyDown Up":
UndoFlyDown();
break;
}
};
interceptor.RunMessageLoop();
}```
This is part 2
@south badger as you can see pretty messy code, also would've probably been quicker to just put it on github lol
(of course this is just scraping the surface of the input system, let alone the whole mod)
I'd put it on github regardless
Thx, I'll take a look at it later 😄
Well yeah its a messy code but understandable, that's really impressive
So the way it works is you replace Nex values in runtime according to the buttons, but you can't really trigger a commands\actions directly right?
I guess finding a hook into the game function would be a way for that
https://streamable.com/ll24il
Ground combo finishers 2, 3, 4 have been revamped:
2 - New custom move based on Odin's lunge into a Heaven's Cloud
3 - Same Garuda move as before, except the very last part is replaced with a Deadly Gambit for increased damage and combo potential (it launches you in the air)
4 - This is WIP. I wanted to make a move based on Ramuh's spinning staff into a very brief Gigaflare, but couldn't make the latter trigger properly. For now, it's just rank 1 Thunderstorm
https://streamable.com/jbzuff
Shift Wave can now be charged by holding O:
-Once the circle is completed, it will automatically launch what used to be the airborne version
-If executed airborne, it will now work just like it does on the ground
-I'm working to make Clive stay afloat during the airborne version
-You can press X during the charge to cast Reflex
-Reflex, for now, works like a rank 1 Heatwave, and cannot trigger the magic counter move.
-I'm looking for ways to make Reflex dispel and counter magic, as well as eliminating the automatic attack after the fire pillar
https://streamable.com/753oim
Flash of Steel, once mastered, is now replaced with a better version:
-Two rapid slashes with the power to get you behind the enemy
-If Clive is close enough, you will go back and forth around your target
-This version has 2 seconds of cooldown
-You can still use the old Flash of Steel by not mastering Heaven's Cloud, leaving it upgraded
https://streamable.com/z800qp
Logos basic (non-directional) combo string has been expanded:
-It's same as before (normal combo with LB finisher) if you magic burst every attack
-If you skip a magic burst, you will perform one of three special attacks, based on which point in the combo you're at
-The first special attack is Shift Strike
-The second special attack is a Heaven's Cloud slash
-The third special attack is Ascension moveset 4th combo attack
-Logos Zantetsuken (R2 + Ultima On) has been replaced with Ascension / Luminous Advent
(ignore the phoenix wing in the last video, it probably appeared while I was looking for ways to make the Logos mode more aesthetic)
Nice work man💯
Nice work, indeed!
It feels good to see the moves that you've been teasing lately in action! Definitey worth the wait 🙂
nice work, felt so good after coming back here seeing so much progress.
any news on the release
For the love of the founder, I still can't get Titan to work
Apparently, no matter the CommandId I put as Titan eikonic feat, as long as it's the Titan summonmode, I get Titanic Block action
I had this sick idea where you would have a riskier parry move. Failing a parry (pressing the button without getting hit right after) would put you in a recovery status, but successfully parrying the attack would let you unleash a free Titanic Fist or Upheaval based on your input
Maybe check playermodeenable? that column means whenever this command is cast the playermode changes to that
so the titan block command probably changes you to another mode with the titanic block built in, if you change it to 0 it might let you change the command id
Nope, even tried giving titan a completely different command such as phoenix shift, it still does the Titanic Block command
Is it possible of you to release the latest mod even if it is default Titan Eikon? Your videos is making me itch 
I think I'll release a beta before the whole 2.0 update
Once I have at least most of the movesets complete
It won't have the in game documentation part (skill tree documentation) and aesthetic stuff that I'm planning for Logos mode
Thinking of adding an option to make all directional inputs only activate if you're holding a configurable button, so that you could put it to be the hold to lock on button to make it more like DMC
That's a great idea!!!
Implemented that idea, and built a new, more organized, more polished input system for controller and dualsense
Will update it for Sprint Button and Turbo Mode as well
I'll put it on the mod's github if anyone's interested to using it for their own mods
Dualsense support now works properly, it had a delay earlier and you could notice it in Sprint Button
some improvements to keyboard input as well
just FYI, I initially looked at your github for the controller/keyboard stuff in the wings mod, and I ended up making some stuff a bit cleaner, like adding a try/catch on the dualsense, cause it crashes as soon as the controller is disconnected for example, just in case you want to look
also I checked if a controller is connected at the start to start xinput/dualsense automatically instead of with a config toggle
https://github.com/Ronserruya/ff16.ability.wings_fly/blob/master/ff16.ability.wings_fly/Mod.cs#L225
I fixed that crashing issue with these improvements, I'll share the code soon
Though it's not a perfect solution, because it requires the user to "refresh" the controller / dualsense input thread through a function
Which I put in the config reload function, so if you disconnect and reconnect your controller, you have to open and close the config menu to have it again
I prefer to have the configuration options control whether you get DualSenseAPI or XInput, but yeah your solution is the most user friendly
(I'm really bad at coding actually and I barely know how try / catch works so I prefer not to use it if I don't have to lol)
There's still a small delay actually, could be the 20ms of polling time
https://github.com/mThund3R/Logos-Unleashed/blob/main/LogosUnleashed/Mod.cs
changes are committed
I know thats from a while ago but any chance you remember how you did this?
im trying to get the odin ultimate work in the air by first doing the zantetsuken teleport but it doesn't go all the way to the ground 😛
just searched if anyone did somethign similar
I used the airborne Upheaval follow up types and just copied them over to a new action which is a copy of the zantetsuken teleport, then put three times the EX dark downthrust finisher as follow up attack, like three copies of it in array to match all followup types. The followup types I used were [33,32,30]. at the time I thought they indicated various tiers of height needed to perform the extreme downward actions, or the weaker versions. With current knowledge I'd say there's no difference really between them, they're just used to make different height levels have different followup actions, as I think using the same one (such as 30) three times with different height levels specified in the followup parameter array wouldn't work
I don't know why it doesn't go to the ground, which followup type were you using?
Maybe if you use all three of them and put the same action as followup to each you'll get the same result
Oh also
You need to use the teleport start action, then followup with the teleport loop action with followup 1 and no time parameter (probably type 0 works too)
That's probably why it didn't go to the ground for you
this is what I used, 4998 is the teleport start, 4999 is teleport loop which ends with dark downtrust ex finisher
I think just doing [890] and [30] would work as well
(890 is actually the non ex version, as I was making some changes to this that I forgot about. 889 is ex dark downthrust)
Giving more magic to Shiva, Ramuh and Ultima (Logos included):
Ramuh:
L3 + Magic -> Blind Exact - Fire the Exact projectiles freely. Can detonate with O later.
L3 + Charged Magic -> Thundaga - Powerful Thunderstorm finisher lightning bolt
Shiva:
L3 + Magic -> Freeze - Cold Snap freeze aimed at enemy
Ultima:
L3 + Magic -> Aether Ray - Ascension dodge shot counter projectile
L3 + Charged Magic -> Aether Lance - Lances emerge from ground twice
Interesting! can u hold L3 and then press the magic button to activate the moves, or do L3 and the magic button have to be pressed at the same time?
Hold L3, then press magic while holding it
Just spent two whole hours writing the changelog for 2.0.0 beta 1
https://www.nexusmods.com/finalfantasy16/mods/188?tab=description
uh, the beta is up!
If the config menu crashes reloaded-ii after the update, you'll have to manually delete it in the user folder
How do I stack this with Eikonic Overhaul, or will it cause conflicts?
@finite sandal
i got this message
Is there something has to be done first for the logos mode to work? On my first try, no matter how what I do, nothing happens. I left the game and came back and it worked in hall of virtue. Left and came back again and it stopped working again.
Go to your Reloaded folder then look for User\Mods\ff16.gameplay.logosunleashed and delete the logosunleashed
Can I merge this with Eikonic Overhaul or do I have to choose one?
Congrats!!!! I can't try it now (away for Easter), but I look forward to witness the unleashed powers of Clive once again 🔥.
I can't tell right now, but I guess you can rename the command.nxd (in 0007.en / nxd folder) to command_bck.nxd in Eikonic Overhaul for now.
You will lose access to :
- my altered ground mastered Burning Blade,
- Phoenix Shift instead of Dark Parry,
- Rising Flames (ground) / Deadly Embrace (air) instead of Dark Juggle.
- Gungnir (Rengeki) instead of Steel Finish.
Rename Logus or Eikonic nxd?
From Eikonic!
For now, I would also suggest renaming skills.nxd in Eikonic Overhaul.
The rest should be okay 👍.
Must have ascension mastered
Double mastered*
Ohhh yeah, I forgot on my second play that I double mastered it first so it worked. Thanks! And congratulations for releasing the beta! 🥳
@thorn kite great update 😛 can i ask a thing? Can i in some way (modify combo table for example) make the original combo of LB? Or maybe i can set as another command button?
LB combo for Logos mode you mean? I think I disabled combo editing for this beta, but in the future you'll be able to change all Logos combos to whatever you like
You can't just edit the combo table for that because the mod will override your changes when resetting the combo string after holding a direction
Oh yes i noticed something strange when edited combo table :/ However i was talking about of LB normal combo not the Logos mode. You have implemented a new LB combo system right (tap 2 times attack and clive make first combo attack and attack of phoenix shift)
I like that system but i was looking for a method to use the two combo system together
Ok my bad, it was my error when try to merge some tables nxd with your, mine and wings of light flying
@thorn kite fantastic mod, can go back to enjoying the games combat without it. I was really looking forward to the dualsense support. I guess I must be doing something wrong since I can see the no commands you the UI, ie Shift wave, Dark Parry, but when pressing the buttons nothing happens. No difference with dualsense or xbox one controller.
have you enabled the support in the mod configuration menu?
also please keep in mind it's still not perfect and might not be perfectly responsive, depending on the polling rate you set, your controller version and the way you connected it and such
if you have a dualsense edge, you can probably set the polling rate in the mod config menu to 1. I don't have one so I couldn't test if it does improve things. let me know if you want
yes, I enabled support for dualsense in the mod configuration menu and I can see the mod working in the UI. Ive tested both dualsense and dualsense edge. But since Im also having the same issue with the xbox one controller I dont think my issue is the dualsense.
oh then it's probably that you must learn the skills in the skill tree
read the new mod description, it explains this
I should probably put a warning to go and read it
yes, Ive used the previous version of the mod with xbox one controller and I was able to get it working 😅
Also remember to refresh the input system by opening and closing (or pressing "save") the mod config menu after reconnecting your controller. You don't have to do this if it's connected when you launch the game
(this is a temporary solution for now)
but now, as an example, Shift Wave. I see the command name on the UI but pressing RT + B doesnt do anything
have you mastered heatwave yet?
just to show you
for reasons, I can't get rid of the command guide in the bottom right displaying modded abilities when they are not learned
It will show their name even though you didn't learn them
ohhh I see
any ability that I can test without mastering it?
combo finishers should work, all of them
also you can test air lunge by double mastering lunge, it's pretty cheap iirc
let me check
I think its working it does an air lunge with a garuda move right?
yes, it's the new air lunge that allows you to jump cancel out of it
I see, I remenber a previous version of the mod I was able to use a lot of abilities that I had not mastered
now I can confirm that its working as intended
thank you so much @thorn kite
yeah it's a new thing
Im able to get dualsense to work with the mod but not dualsense edge
oh damn
I can't find a single API for dualsense edge c#, maybe they use the same input system and the issue lies elsewhere?
the only way to get egde work is with DSX on Steam set to dualsense emulation
hmm
it works but is quite wonky
so they do use a different system
is the normal dualsense better?
yes, the controller audio is better for example
as far as my understanding yes, some games work fine with dualsense but not with edge
had no idea
for some reason they are not detected the same way
as I said, I can't find an API for dualsense edge
I can use DSX, it works wells enough
just to confirm, you use dualsense on steam input disabled?
I'm sure some people will definitely go and ask for dualsense edge support, but unless I find a proper way to implement it (and someone willing to test it for me) I just can't do it
I have a dualsense and I use XInput most of the time, unless I'm testing dualsense support
With steam input
if you somehow find a way to implement it in the future I can test it
Thanks
too bad you lose all the dualsense features with steam input
I think there was a person in the mod's comments stating they got the game to use dualsense and the mod to use xinput
I think you'd have to find an emulator that doesn't disable native dualsense support
and run both at the same time
I haven't tried yet
I could make a guide in the articles section of the mod, I'll try to find that comment later
sadly comment search is still disabled on nexus iirc, damn them
ohh that would be awsome
let me see if I can find the comment
found it
"boot the game with steam input disabled, then enable it after the game has launched"
gonna test it
holy crap it works 🥳
hmm wonder if I could automate it
steam input on + dualsense features on dualsense edge + Logos Unleashed all working
there goes hours of implementing dualsense support wasted lol
just kidding, it's still great to have native support for it
but if I can manage to make steam input disable itself, then enable on startup, this could be the best solution
props to that guy lol
absolutely, never in a million years would I have expected that to work 😅
But it does make sense
though I wonder
if you disconnect and reconnect your controller after doing it, does it still work?
dualsense yes, after going to the mod config again
but not so with edge
dualsense not found with edge always
well it's still a pretty good discovery
and if I can really manage to get steam input to toggle with code, I can probably get around this too somehow
I'll see
thank you so much for all your work
I can finally play it while really enjoying the combat
still very early, only have garuda yet 
I think I'll change the mod ID to fix some issues when updating
It'll have to be done every time I remove a config option from the config menu. This update I removed the "is R2 special attack" option and added R2 and L2 in the special attack keybind enum. I think that's specifically what's causing issues.
I would advise against it
and instead just contribute to reloaded to disregard any nodes that are unknown
-> fixing the problem directly
Sorry, what do you mean by that?
this is quite obviously a bug with reloaded expecting config fields in the json file that just don't exist
because they were renamed
it's trivial to solve
Oh
I knew it was a reloaded issue, it happened to Maybri's Reskin Clive mod as well iirc, didn't think it was trivial to fix though
I'll have a look
Yeah I believe that's what's breaking the Reskin Clive mod auto update also? The ID was changed with an update
that never happens on its own at least
is there a place where i can see what was added in the 2.0 beta?
Yes, the mod description has a new section
last question, it says that moves now unlock based on corresponding moves in the skill tree, does it say which move unlocks what in the skill tree or is it visually the same and you have to figure it out by looking at the mod page? just curious
Not yet, this is still a beta after all. If you're having trouble figuring out which skills unlock what on your own, just ask
I'll make a list soon anyhow
I use dualsense edge with xinput emulation (xbox) for better vibration for now andi with it you can remap the other 4 button to use with keybord for other thing.
@thorn kite can i ask another thing? You coding LB combo for make work with number 5? (In combo table nxd 5 is the combo of limit break) because i create a new lines (31) for 8 combo hit but when i'm in LB the combo finisher doesn't work 🤔
gotcha
Yes I edit the 5th combo string (LB) through code. Now that I think about it, I should edit the berserker combo string as well, will do for the next beta
If you're making edits to combo 1, 5 or 30 (respectively base combo, LB combo and Logos combo), you'll have to make your changes in the mod configuration menu as well, in their respective sections
(I checked and no, I didn't disable combo modification, only a function that caused crashing)
Exact the modify in combo table work, first, when i merge all mods, i set mine 30th string combo as new LB combo and 31 as logos combo. This was causing my issue before. Now set your logos back to 30 and then mine to 31, work again. The problem was the 5th string combo now. I must set mine as 5th and maybe (just fon not losing the original, as 31) and the LB combo finisher must work again 😊
The auto update was broken by an apostrophe in the Mod name
I changed the Mod ID to test whether that made a difference and just left it changed instead of changing it back ^^;
Oh, ok!
you are able to use xinput emulation with the dualsense edge and still retain the dualsense features like controller audio, haptic feedback etc?
So for the configuration issue, I'm currently taking a look at the Reloaded II IO, it's quite understandable actually and I might definitely get back to it sometime.
For now though I think I found a workaround. I edited ConfiguratorMixinBase to rename Config.json to Config_2.0.0-b1.json, which should create a new file on updating from v1.1.1.
If I have the need to remove a configuration option again in the future, I'll edit this again to match version number.
Is this the thing where Reloaded crashes because the config menu changed?
Yeah, it happened going from v1.1.1 to v2.0.0-b1
I don't know if this is a proper fix though
Yeah that’s happened to me a few times. I just have a Known Issue reported in the Bugs section with instructions on how to fix it by deleting the config folder
(that I refer my users to)
I did the same, wrote an article and such, but people are still having issues so I figured it would be best to fix this
A couple users reported their Reloaded-II broke when updating Logos Unleashed and Eikonic Overhaul (SoloWan's mod)
I should clarify that EO is currently not compatible with 2.0.0-b1
It does work though, just tested
Oh, I had already made the berserker combo string compatible with the mod's system and forgot about it! So yeah, combo 24 is also being manipulated by the code
Oh @thorn kite i noticed a thing that maybe can help with your mod. In combo table, unk20 must be must be like your combo finisher: if i set an action id there on second string of LB combo for example, if there aren't enemy near to clive, the combo go on normally pressing attack button. Meanwhile if there's an enemy near clive, it make the animation of the action id that you set.
Just like "burst finisher" but this time only happen when near an enemy. However many research we need to it
well that's just another workaround. that does mean you get to litter the user's config folder around with redundant jsons
the reloaded dev is pretty active so please consider making an issue about it when you have time to do so
Yes true, I'll try fixing this and release b2 in the following hours
No, if you use the dualsense edge with xinput, you lose the haptic feedback (i set a different vibration to every game with DSX) as well for controller audio. I haven't try the dualsense emulation because cheat engine recognize only xinput key to assign to the scripts 😝
I don't think is a bug of your mod 😀 i think is what that column do. Maybe you can use to semplify your coding or something like that 🙂
Ps: i know that i ask a thing that can be more difficult to do but... is there a way to add to your finisher system more attack? 5th, 6th, 7th and 8th combo finisher? 😝
I meant I'd fix the combo finisher 1 (Punch Finisher) not overriding Unk20ActionId, as well as Unk12, 14, 15 and 16. I just finished fixing it and adding those attacks to the base combo configuratin options. I also removed all of those from Logos combo to avoid inconsistencies
Ah 👌 😀 However really great mod! ❤️ love it
I crash sometimes when I use the Combo finisher + Attack III, the one with upheaval at the end. It usually crashes when I do other combo then that combo finisher
Could you send your log when it happens?
Logs that are in appdata?
Yes
You can get there by going in reloaded-ii settings and clicking view log files, as well
Here's how I combo it that can crash around 80% of the time. Lunge (Gambit Rush) -> Normal Attack Midair -> Rook's Gambit finisher -> Drive Dive -> Dancing Steel into Upheaval. Might also be a my end problem.
I just restarted my pc and it no longer crashes when I do it. It was a me problem
Oh, nice
Released 2.0.0-b2 with a new toggleable skill tree, some UI edits, better attack I combo finisher and fixed configuration issues
Also you can now assign modded commands to any eikon as normal commands
Released a hotfix trying to resolve some crashing issues, let me know if any of you gets crashes when loading maps
OH SHIT WHATCHU MEAN TOGGEABLE SKILL TREE
LOWKEY W
need that
no wait I mean you can toggle between vanilla and modded skill tree in the ability menu, not that there's an option to remove skill requirements
But that's definitely something I'd like to add in the future
No no I didn’t mean that either I was waiting for a modded skill tree option, that’s what I was hyped for 🔥
This is sick, combat really opens with this mod its insane
Oh, I forgot to change the cooldown array on flash of steel so now it's OP lol
Will fix for beta 3
I think this mod is giving me a crash when I goto the Blacksmith. Haven't played in a week and only updated this mod, Mod Framework and Reskin Clive mod.
I'm looking into it, it's an issue with skill table Ids
I released a hotfix less than a hour ago fixing the hideout at least
Ahh okay, no problem man. I'll just hop back on once it's fixed. Take ya time.
Okay I MAY have found some stable values. I tested all of the open maps, the late game hideout, the first map after the demo ends and every single arcade mode stage, first map in each stage at least
Nice nice
@thorn kite Reporting that my crash is gone visiting the Blacksmith at the late game hideout.
Nice
Appreciate you fixing it fast.
Hi mThund3R, i try what i think in some post messages ago (change combo table and set my combo 8th attack to 5th string). This resolve the fact that Combo finisher doesn't work when clive is in LB state. Only one last think i must ask you, when i try to make the 5th attack of my combo (for concatenate 4th attack and 5th attack, i simply do a magic burst and then continue with attack button), it doesn't happen because the 4th magic burst, even if i change it on combo table, clive do always the normal magic burst and not mine (the normal final magic burst)... Is there a way that i can fix it?
What attack are you using as 4th LB combo attack? The normal final LB attack?
Yes, then when you make the 4th magic burst (change it to the first for example) you can continue with the 5th attack and so on
And in action table, we must set on 5 the second column of movementtypeid (if i remember correctly)
When i set my combo on 31 string in combo table yes, it work but happen the bug that can make work the combo finisher
Set it to 5th string again (adding the other attack and magic burst) resolve the combo finisher error but the 4th magic burst is always the original one, even if i change it in another one completely different
Two things:
You probably know already, but 5 is exclusively the LB combo string, for the berserker combo string the key is 24
Maybe it's an issue with the last attack in the LB combo. Try setting it to a different attack (you would have to change it both in the combo table and the mod configuration menu)