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Comment History
Ducade
Ducade - - 27 comments @ Berserk: Rebirth

Is this feature able to be ported to other mods? I'd love to throw aoe attacks on the heavy infantry in pendor.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Prophesy of Pendor

its the formation ai, it has never worked properly, they are using an old formation system from the LOTR mod rather than the OSP most other mods utilize. You cannot move formations with the flag, you have to move where you want them and just tap F1 twice. It sucks, but it is what it is.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Explorer!

Thank you! sounds pretty straightforward, the only thing I don't know how to go about is scaling the map object. I've never messed with BRFs. Can you suggest a tool?

Good karma+1 vote
Ducade
Ducade - - 27 comments @ The Confederation is ready for v0.9

Not sure what method you're using for their pavises but this is one approach that looks viable and would work for the player controlled troops too:

Forums.taleworlds.com

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Age of Sword & Sorcery

I hope you find the time to continue developing this wonderful mod.

Good karma+3 votes
Ducade
Ducade - - 27 comments @ Sayazn

I hope someone takes up the reigns and fixes the bugs in this mod, it's truly one of a kind. Maybe after iron chieftain is released the creater will return.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ New Look Preview

Anyone who continues to mod warband has my heartfelt thanks. Looking good 👍

Good karma+2 votes
Ducade
Ducade - - 27 comments @ Explorer!

Really loving this mod. How easy is it to swap the world map? Can I simply replace the appropriate files or does it involve editing code to work properly?

Good karma+2 votes
Ducade
Ducade - - 27 comments @ The Confederation is ready for v0.9

Stupid sexy imifir confederation! Any chance on getting their pavises to deploy under player control?

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Explorer!

Perfect! Thank you.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Explorer!

Is this compatible with wse2?

Good karma+2 votes
Ducade
Ducade - - 27 comments @ Sayazn 3.0

under module.ini search for this:

operation_set_version = 1166

Delete it and you no longer need VC.

2.0 is the more stable version of Sayazn though.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Tohlobaria

You beautiful bastard, you've returned! Thank you for continuing work on this wonderful mod!

Good karma+3 votes
Ducade
Ducade - - 27 comments @ Sayazn

Sad to see this mod linger in an unfinished state, truly was special. Version 2 is the more stable version for anyone curious about playing it.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Age of Sword & Sorcery

Really cool mod. I like how you expanded firearms to create a complete experience for characters speccing them. Rifles, blunderbusses, mortars, and grenades oh my! It's been so engaging I haven't even bothered rolling a magic character which normally would be the biggest appeal of a mod called "sword and sorcery" lol. There's something very satisfying about murderizing a charging horse and rider with a single point blank shot from the blunderbuss and watching the rider violently rag doll through the air, then whipping out the wheelock pistol as you sidestep the next horseman, turning and shooting him in the back of the head, then finishing off the infantry closing in on you with nail bombs. I don't even have a melee weapon equipped anymore, I've gone full demolitions expert and am having an absolute blast! Thank you for making such a wonderful mod for this old game.

Edit: Further praise for the inclusion of an underground fight club to quickly hone warrior characters and acquire funds for decent armor and weapons. Combined with berserker potions I can play out the badass of legends power fantasy that native warband denies. Charging single handedly into an undead horde of nearly 100 and emerging victorious!

Every thing I've done in the mod thus far has been so ridiculously fun. Great job!

Good karma+2 votes
Ducade
Ducade - - 27 comments @ Age of Sword & Sorcery

I have a very modest computer from the last year and aside from forest scenes at night, performance has been flawless.

Good karma+2 votes
Ducade
Ducade - - 27 comments @ World of Vasnar

Ah okay thanks.

Good karma+2 votes
Ducade
Ducade - - 27 comments @ World of Vasnar

Is the fire sword primarily decorative or is there a special effect I have failed to notice?

Good karma+1 vote
Ducade
Ducade - - 27 comments @ World of Vasnar

Huzzah! Thanks for getting the update out for us to enjoy over the weekend!

Good karma+1 vote
Ducade
Ducade - - 27 comments @ DoW II: Codex Edition (Unofficial Continuation)

I noticed a few issues with unit upgrades having the wrong icon and description for imperial guard veterans. Additionally there seems to be some wonkiness when transitioning from one weapon type to another, for example if you select sniper rifles for them and then decide to do plasma rifles you still have the setup time for snipers.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ [RELEASE] Morrowind Rebirth 4.31

Hey Trance glad to see you're on the right track to getting the drain spells in line. I have more suggestions for magic in general as well as your enchantments.

Regarding drain fatigue effects, they are generally useless without exceptionally high magnitudes or durations. For example a spell that drains fatigue by 75 for 30 seconds is useful for giving you a leg up in combat encounters as fatigue plays a large role in everything, but 10 points at 15 seconds is a waste of a spell. Another use drain fatigue has is to put several highly variable stacks of it on a spell. For example a spell I often make has drain fatigue 1-100 for 1 seconds stacked 4 or 5 times. What this does is offer a chance to knock an opponent down briefly, with a greater chance of success as the fight goes on and their fatigue naturally has decreased.

Drain attribute and skills are great debuffs but require the right base cost to balance them. I would like to see the drain attribute skills present in vanilla retooled into useful debuffs.

Vanilla Enervate: Drain endurance 5-20 points for 30 seconds. Not that useful especially if you roll on the low end. You just blew ~30 magicka.

I propose-> Curse: Enervate - Drain Endurance 1-25 points for 30 seconds, Drain Heavy Armor 1-25 Points for 30 seconds, Drain Medium Armor 1-25 Points for 30 seconds, Drain Spear 1-25 points for 30 seconds.

^ That is a really useful debuff without being overpowered. Similar Curses could be made for each attribute and their derived skills.

The magnitudes on your restore and absorb fatigue spells are also a bit too low, some are identical to their respective health variants, but an entity will always have a much greater fatigue pool than health pool and this needs to be better reflected in the spell magnitudes.

Elemental shield spells need to have their gmst tweaked to allow them to do more respectable damage to attacking opponents. It seems to be the default 0.10(10% of the spell's magnitude) and while I may have a mod conflict causing that to be the case, if not I would highly recommend you increase it. Personally I prefer 1.0 so the spell magnitude does the damage listed to attackers. It's easily balanced with overall cost under the magic effects and reduces confusion.

Fortify effects are still too expensive to be useful imo. Most players ignore them, and for good reason. They are hard to find the balance with though as any base cost that allows truly useful buffs will be highly abusable in enchanting and spellmaking. To remedy this I suggest making the base cost balanced with that in mind and set manual costs to spells sold by vendors as well as making fortify effects the opposite to the above mentioned curses I suggested. The fortify spell fortifies the attribute and all derived skills for 30 seconds at a reasonable cost(something around 20 magicka). Fortify Health, Magicka, and Fatigue need magnitudes and durations that are appealing. Fortifying my magicka by 25 for 1 minute, but spending over 30 magicka to do so has no appeal and very very limited uses. Now if it lasted 5-10 minutes that would be pretty tempting. Similarly with health the duration needs to justify the use OR the magnitude needs to be such that it reliably blocks significant damage(functioning similarly to spell absorbtion or reflect in that it negates incoming damage).

Finally many of your Companion spells are set to target self.

Some of the enchanted robes sold in balmora have the wrong enchantment assigned. I think alteration and mysticism robes do. However discussing enchantments, I really feel strongly about constant effect over cast on use. It's far too easy for a player's magic menu to get bloated with cast on use items, and most of them are useless, and would be better set to constant effects. The Thief ring for instance, and even the enchanted clothes you added. Some effects like health regen should be restricted to really rare items like chrysamere, but otherwise most enchantments a player encounters on worn items should be constant.

Finally I would like a word about poison. It needs to be long duration low magnitude effects. As in 30,60,90 seconds of poison. From both spells and enchantments. A poison oriented player would then be encouraged to stack poison effects from various sourced to cause significant dps, and players on the recieving end of poison would actually have a use for the cure poison spell lines.

Sorry for the wall of text I just threw at you. I actually did a lot of changed myself to 4.3 once I get the CS to stop giving me fits, but It's wasted effort on my part if I want to keep rebirth as a whole up to date. I hope you will consider my suggestions.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ [RELEASE] Morrowind Rebirth 4.3

Great work, just a few things. The spear of bitter mercy is waaaaaay too big. Idk if that was intentional or what but it's like the size of a truck. I replaced the mesh to correct it, but by default it's massive.

Secondly I wanted to edit a lot of the spell and enchantments in rebirth but have issues loading it up in the cs. Tons of warnings beyond the standard dialogue ones that are to be expected. Not sure what the issue is there but it has made me hesitant to make any changes.

With the above being mentioned perhaps you can get around to correcting the issue yourself in the next version. Primarily the drain magic effect does not function as it is described in the CS so most uses of it are useless in both vanilla and rebirth. It has wonderful potential as a temporary debuff or "threshold" killer for low health enemies, but the magnitudes and durations are all off for the default spells to be of any use. A lot of the durations and magnitudes on other spells also leave much to be desired, and I really want to edit these and balance them for multiplayer but for the life of me cannot figure out why the CS is getting so upset with your mod.

Edit: all the errors are object references, are these safe to ignore?

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Morrowind Rebirth 6.61

Man every time I get going with a character you release another tantalizing update!

Do you have a roadmap for the mod? Like 5.0 would be content complete and just bug fixes from there? Or is it to be a living project that you continue as long as you can?

Good karma+2 votes
Ducade
Ducade - - 27 comments @ Morrowind Rebirth 6.61

How interested are you in altering the leveling mechanics for the player and increasing difficulty in general? I have some suggestions to prolong the sense of player progression and difficulty and I intend to modify already existing mods to achieve this personally, but I think it would be a great fit with rebirth and if it's something you're interested in incorporating could greatly benefit the mod. In a nut shell I plan to eliminate attribute multipliers on leveling up, implement a modified version of lazy's guild rewards(I plan to alter the awarded abilities as well as include some free training), and expand the caves near the seyda neen strider port into a fully realized low level dungeon, as well as adding an additional low level dungeon somewhere else in the world space, though I am undecided as to where but I am thinking in the pelagiad area.

Also I really must congratulate you on getting the expanded cities more stable. In older versions I had trouble breaking 17 fps in balmora or seyda neen, and now I can run through with 30 on average, and that's with hi res texture replacers. I consider your mod essential and I hope my suggestions are not taken as overly critical.

Good karma+2 votes
Ducade
Ducade - - 27 comments @ Morrowind Rebirth 6.61

Ald Ruhn Temple affairs offices has doors linking to incorrect cells. Go upstairs and explore the tower there to see what I mean.

Good karma+1 vote
Ducade
Ducade - - 27 comments @ Morrowind Rebirth 6.61

Well first thing is that a lot of the spells are still rather useless. For example spells with blind often have a highly variable yet low overall magnitude resulting in a useless spell. Blind 1-10 for 15 seconds for instance. Next up all of the drain spells are horrible because the drain effect does not work like it describes in the CS. A drain of 5 for 30 seconds does not result in a total of 150 as the tool tip implies, rather a total of 5 for the duration of 30 seconds, making the effect entirely useless in all instances of vanilla applications. I would suggest changing all undead spells from drain to damage for instance so that things like grave curse actually inconvenience the player and make carrying potions or having restoration magic a necessity for tomb diving. The changes made to the base cost of bound armor is excessive imo(though I may have another mod at play influencing this) at 36 for a cuirass for 45 seconds. I would suggest doing away with the vanilla method of splitting up the armor components and instead create a new spell with all armor summons and adding that to the spell vendors.

Spears need to have extended reach, I'm guessing you reduced their range because it looks off visually. There is a fix for this on nexus called spear/staff fix. I suggest incorporating it.

That's it for now, I'm taking notes as I play.

Good karma+3 votes
Ducade
Ducade - - 27 comments @ Morrowind Rebirth 6.61

Hi there, I love your mod, but I have some balance suggestions I am keeping track of. Where is best to submit these?

Good karma+1 vote