However, if you encounter them prior to going into the FG expansion map and instead encounter them first most likely be properly set to Nemesis when they are added to your faction list. If you encounter "Eldritch Horrors" for the first time in The Forgotten Gods map then they will Original code by "fantomas", altered slightly by "StinVec" Second option leaves friendly factions alone and only sets enemies in your faction list to NemesisĬode: Select all //Game: Grim Dawn + All DLC's It is unchanged other than its option name (I just renamed it to better denote what it does compared to the names I gave these other options). First option is fantomas's same option. However, then I realized that the same address seemed to control both so I made the changes to affect both friendly and enemy factions in one option and then also split off the enemies set to Nemesis as its own option (still only one option can be selected as active at a time). I had altered his option's code in the past to change the status of any NPCs nearby to me between friendly and enemy on the fly and finally looked to see if it could just be made to turn all enemies instantly to Nemesis status at the same time as setting friendly to Revered.Īfter finally looking more into and now properly understanding how the "je" (jump if equal), "jl" (jump if lower) and "jg" (jump if greater) work with jumping to and executing the code in other label sections based on the results of the compare function, I saw it was only a single letter in his code (and the value to set the faction to) that needed to be changed to turn all enemies to Nemesis. I've enjoyed using fantomas's "Get Total Player Faction Points" (friendly factions set instantly to revered when encountered) option, so if this might be of use to anyone I've adjusted fantomas's "Get Total Player Faction Points" option slightly into two other options - one only sets enemies instantly to Nemesis status separately from the friendly faction, the other sets enemies Nemesis in combination with his friendly factions being made Revered option. I don't know if the one on that boss you encountered lasted longer than that. The #15000 in the code is 15 seconds, so as low as 6 seconds (#6000) will still keep that 5 second invulnerable buff enemies cast from being frozen on them. You can change the code in the option if you want to increase or decrease the remaining time check. By raising the time on the buff to 15 seconds it makes it so the 5 second invulnerable buff will not get frozen as well as any other short term buff enemies might give themselves. Most player buff consumables are 30 seconds, 450 seconds or 900 seconds. However, I updated the attached option table and the code in my previous post with a version that only freezes buffs if they have 15 seconds or more remaining on them. Still looking for some way to get it to only affect the player's buffs. Haha thanks for figuring that out about npc buffs staying too, i probably wouldnt have correlated the two, i had a shard boss on sr with the shield on it that i couldn't deal damage to
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