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Overall I love the mod. Do the mods that add elements get unique effects for the new elements, or do they tend to follow the adjustments to the original four?
@bidiguilo: Some data helps establish a baseline for damage on monsters, but it will use some default values that work well.
@Nezzi: I'm going to check it.
@Endless Oats: Should be
you return to the game menu with an error message
So, somehow the "physical" damage is missing from your game, but a weapon deals it.
This mod can fix it:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3014571970
Couldn't say why this happened, some specific mix of mods that may have a missing dependency, but it's a guess.
@AvnoArts: Sandvich (yes, read pinned discussion)
this work?
Starbound/storage/starbound.log
I did found out that bleed damage depends on dealt damage, so it may not need a change, but I'll add the "weaken" effect to this mod, to consider it as a "bleed" element when applied.
/scripts/ivrpgstatboosts.lua (line 30)
but theirs another which is /scripts/ivrpgMonsterNpcHook.lua
but that one seems just checks and Damage requests so the other one is likely the one your looking for.
This only directly affects statuses included within this mod, anything else should be unchanged.
@TwitchyTwigger: Sounds like chaos. Good chaos
Some hairs are from "hound fashion", some mod with "mosu", "Dynamic Long Hair".
Cutebound for the faces
Clothes:
"Hound fashion"
"Maid 'n butlers"
"Tiger's Clothes and Hairstyles"
"Viera of Ivalice"
"Shellguard Expansion"
And the vanilla pilot goggles
Obtained using "Wardrobe"
Colored with "Green Dye Suite"
Elithian Races has a neato little weapon that can switch between all the elements present in this mod on the fly, and it makes everything suffer.
This doesn't touch RPG Growth as of yet. Because most of it's effects are % damage resistances so they don't actually need changing... and I haven't found where the "bleed" code is.