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Heh, That's Odin not me but I get it. This is something I made because I knew players would mix them anyways. Not because it's something I necessarily endorse.
Odin Scoundrel ends up getting turned off a lot in favor of my versions.
It does skew the experience. All class mods do this really. There's nothing in these mods to tell NPCs when it's ideal to use certain skills. One I recall is Rupture which is a debuff and NPCs will cast it after they're done their damage.
Some fights will be easier or harder as well.
Specifically I've seen elsewhere that you did a lot of handcrafting of NPCs, including the addition and use of skills. I was just wondering if that was interfered with by adding more skills and statuses into the mix, or if you've adapted Odin's modded skills in the same way to avoid causing issues.
And just generally how different or not the addition of Odin's mods makes Conflux feel.
It's just a character creation bug since both mods have skills set as starting.
I plan to fix it when I update this mod with some additional functions.
Some Odin skills are deactivated for the Conflux version and vise versa. I'm fairly sure all the Scoundrel skills were left alone due to the combo system. It's possible Odin changed something in the main mod and this will need to be updated to reflect the changes.
It may simply be a description bug and the effects work regardless.
Yep.
Most other mods just need to be loaded after Conflux.
I've not taken apart that mod before. I don't see why it would cause any issues though.
An update for this add-on is coming in the future so I can give it a look.
It will actually 95% work no matter where the mod is in load order however there were a couple status descriptions I had to manually write so it should still be loaded after.
It still requires the other mods to be preset in order to do it's work.
The one exception is Heavy Enemies.