tModLoader Even More Modifiers

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one question about this mod im not sure but it is for multiplayer or not, because i played it with my friends and ever time we drop an item or put it in a chest it reroll every stats

and another question i play with experience and classes mod and the author says that a few mods make it harder even this mod but how every items get extra stats that seems pretty op or did it get hard in the end game content?

sorry when im text is a bit confused/ bad formulated
 
For some reason, dropped items aren't keeping their stats online. It may be a tModLoader bug, or more overrides are required.

okay thanks for your answer so the mod work online but not atm. i will wait for the next version then, but one little question when i get a high level sword for example meowmere it ahs 200 static dmg does the mod recoll this stat too or just a chance to add this new modifiers.

in my opinion the sword can maybe change the static values too for example true excalibur damage 66; knockback 4.5; crit 4%; use time 15; velocity 11
(from wiki) my idea is that every stats rerolls in a set value that u get a diablo3 feeling dmg 55-70; knockback 3-5; crit 2-6%; use time 10-20; velocity 8-13 that just an example how the numbers can be maybe you can adjust the values for the numbers ( 0% is the original stat) -15% to 20% or 0% to 30% that everyone can play how they want

i know my gramma suck hope everyone can understand what i mean
 
okay thanks for your answer so the mod work online but not atm. i will wait for the next version then, but one little question when i get a high level sword for example meowmere it ahs 200 static dmg does the mod recoll this stat too or just a chance to add this new modifiers.

in my opinion the sword can maybe change the static values too for example true excalibur damage 66; knockback 4.5; crit 4%; use time 15; velocity 11
(from wiki) my idea is that every stats rerolls in a set value that u get a diablo3 feeling dmg 55-70; knockback 3-5; crit 2-6%; use time 10-20; velocity 8-13 that just an example how the numbers can be maybe you can adjust the values for the numbers ( 0% is the original stat) -15% to 20% or 0% to 30% that everyone can play how they want

i know my gramma suck hope everyone can understand what i mean

I don't think a mod can "Write" permanent item stats, or even if it could when you load up the save file it would reset back to its original stats.
Diablo and many other games use a hidden stats additive and/or modifiers, you just don't know it, same goes for this mod but these are visible for obvious reasons.
In order to have an item save it's stats permanently you'd need to clone said weapon, write the new stats, then save it to the game files, and I don't think any mod can do that except save added stats and/or modifiers in your character's data (Like it does now), but it's buggy/glitchy and is not working as intended in multi-player, this is a well known bug this mod has, you just happened not to care enough to read older posts regarding this matter.
 
The Magic Dice do not appear to work on existing items (ie: stuff you already had before installing the mod). Reforging works fine, though.
 
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Got another issue to report. It seems that some of the status effect modifiers do not work with summons. Or at least, the summons I'm using, which are the Hatchling Staff from Thorium and the Flameburst Rod (vanilla). Both have the ability to inflict Ichor, but during fights they never inflict the status. Though, part of the issue may be the fact that both of them shoot projectiles rather than attack enemies directly.
 
My prior report was inaccurate. It seems that when a summon weapon has the Ichor debuff, it is instead inflicting the cursed flames debuff.

Copy & Paste error in the code, perhaps?
 
Me and a friend recently started an MP expert playthrough together using this, RPG classes, Prefixes for Enemies, Tremor, and Spirit mod.. all/most NPC/mobs were green and this went away after disabling Prefixes for Enemies, and there was this thing where if we tried to use something after crafting, it completely locked us from doing anything until relogging, couldnt switch weapons, pick something up in inv/put something down, attack, etc..
 
Me and a friend recently started an MP expert playthrough together using this, RPG classes, Prefixes for Enemies, Tremor, and Spirit mod.. all/most NPC/mobs were green and this went away after disabling Prefixes for Enemies, and there was this thing where if we tried to use something after crafting, it completely locked us from doing anything until relogging, couldnt switch weapons, pick something up in inv/put something down, attack, etc..
That item locking bug is part of a bug with this mod if you go back a few pages there's a fix available.
 
I haven't been playing Terraria for a good few months. Came back like 2 days ago or so, updated Tmod and all the mods, downloaded some new mods I wanted to try and went in with about a 10 into a new world with a new character.

Turns out that anytime I picked up (or more like tried picking up) any item, my character weirdly froze in place unable to act in pretty much any way (until I left the world) and the invincibility frames of enemies were pretty much completely gone (one swing with a sword dealt damage about 4-5 times to a single slime), and so I had to leave the world to fix the issue.
After disabling mod after mod, it turned out that "Even More Modifiers" was for some reason the source of the issue and I had to disable it. Everything worked fine after I did that.

However, I really liked this mod, those few months ago when I played with it enabled, and I would really love to use it still. Any chance of finding out what could be the source of the problem and fixing it? I'm assuming that the issue lies on the mod's side, not mine, so yeah...
 
Do I understand it right that I should first aim for the prefix "+xLuck", equip it and then reroll my combat equipment for the best modifiers?

Edit: Second question: Do rerolled Vanity items affect the weapon/luck too?
 
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Can confirm that it is any accessories that "can be equipped" cannot be rerolled.
Fixed that for you, no need to thank me `;)


Do I understand it right that I should first aim for the prefix "+xLuck", equip it and then reroll my combat equipment for the best modifiers?

Edit: Second question: Do rerolled Vanity items affect the weapon/luck too?

I have been wondering that myself for a long time, hell I don't even know what the prefix even does!!! `-_-
 
Fixed that for you, no need to thank me `;)




I have been wondering that myself for a long time, hell I don't even know what the prefix even does!!! `-_-

Okay, I figured out. First: Luck does increase the power of the rolls. Without Luck, you can get, for example, maximum 4% melee damage increase. With luck on every accessory and armor (the higher the better) you can even get 10% melee damage increase. So: Luck increases the strenght and the odds for getting better rerolls.
Vanity items dont count.
 
Okay, I figured out. First: Luck does increase the power of the rolls. Without Luck, you can get, for example, maximum 4% melee damage increase. With luck on every accessory and armor (the higher the better) you can even get 10% melee damage increase. So: Luck increases the strenght and the odds for getting better rerolls.
Vanity items dont count.

Oh, so luck increases the chance of getting better prefixes each time you roll the dice huh... oh boy I should have known this long ago and get myself everything with luck...

I noticed that vanity items are sometimes rolling with modifiers from this mod. Bug or intended behavior?
Yep, it's intended, I mean they CAN be equipped as armor, right? (Even though they suck since they offer no bonuses except the ones given by the mod)
 
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