Hellgate Revival :: Forums

Hellgate: London (Single Player) => Releases => Topic started by: RJ Mayhem on Nov 18, 2009; 07:18 AM

Title: No Faction Requierment (WEAPONS) (MOD)
Post by: RJ Mayhem on Nov 18, 2009; 07:18 AM
Hello

This mod lets any class use any weapon or shield other then focus items.

SP Compatibility (File Version): 1.2

Install Instructions:
1. Open the hellgateaus.info Launcher
2. Go to Options > Settings > Enable expert mode > Ok
3. Install mod package.
4. Enjoy!

It's going to pop up and warn you about overwriting the file just select ok.

If you have any problems please post here.

Thanks & Enjoy
[attachment=0:3nclgo3x]No Faction Requierment (WEAPONS).mod.zip[/attachment:3nclgo3x]
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: pustulous on Nov 18, 2009; 07:27 AM
This is so great! My Templar is carrying a shock rifle!!

Nice one!!!
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Seferoth on Nov 18, 2009; 07:44 AM
Oh i love it, i have been wanting this kind of mod a loooong time. Superior work. God bless you.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Norak on Nov 18, 2009; 01:40 PM
Very nice work!
I know that I will be using this.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: cleft on Nov 18, 2009; 05:08 PM
Cool  8-)

Just what i was looking for, downloading now

Thanks
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: fearslayer on Nov 18, 2009; 09:22 PM
this means i can have a dual wield swords on engineer?  :roll:
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Whomp on Nov 18, 2009; 10:12 PM
Excellent  :!:  Thank you kind sir!!1
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: maeyan on Nov 19, 2009; 12:22 AM
I'll probably give this a shot for sh.ts n giggles ;) You should probably mention which version of the SP modification files you have modified for compatibility. For instance I imagine this is a modified version of the 1.1.0 items file.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: RJ Mayhem on Nov 19, 2009; 05:35 AM
Quote from: "fearslayer"
this means i can have a dual wield swords on engineer?  :roll:

No, only blademasters can use 2 swords but you should be able to use a sword & shield or sword & gun, or gun & shield combo.

Quote from: "maeyan"
I'll probably give this a shot for sh.ts n giggles ;) You should probably mention which version of the SP modification files you have modified for compatibility. For instance I imagine this is a modified version of the 1.1.0 items file.

Yes, your correct.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: OldEd on Nov 19, 2009; 08:22 AM
I tested it with a hunter using sword and shield, worked great. I backed into a corner and let myself get surrounded and boxed in, was able wpe them them out with ease. Guess this will be my third weapon for sure. lol
Thanks for the mod.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Seferoth on Nov 19, 2009; 08:58 PM
I have made few oddball builds with this mod and i have some positive results.

My main character is Marksman that uses Sword and Shield, i mainly use Explosive and Phase grenades and use Napalm strike precision strike also i can do great damage when i beacon foe and its also great against bosses, also maximising critical chance and damage is very usefull. This mod bringed new life to Hellgate. Amazing work.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Drai on Nov 20, 2009; 05:59 PM
I had a scary thought.. a Crit BM with a pair of Amir's Death Dealers...
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: RJ Mayhem on Nov 21, 2009; 01:11 PM
Quote from: "Drai"
I had a scary thought.. a Crit BM with a pair of Amir's Death Dealers...

Crit BM with a 8 slot shock crit augged & modded. I had a crit BM that used vorplas on MP.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: laytonk on Nov 22, 2009; 09:13 PM
OR how about a mega-shielded/armored guardian with a pair of maxed out hu's ?????

nice mod BTW.....GOT to check this one out...
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: MJ12 on Nov 22, 2009; 10:37 PM
I wonder if you can't do one for armor as well. That'd be... a hoot, certainly.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: RJ Mayhem on Nov 23, 2009; 03:09 AM
Quote from: "MJ12"
I wonder if you can't do one for armor as well. That'd be.. a hoot, certainly.

I tried to but the armor's textures messe up so it don't work good.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Berit on Nov 23, 2009; 03:24 AM
Quote from: "Demon86RJC"
Quote from: "MJ12"
I wonder if you can't do one for armor as well. That'd be.. a hoot, certainly.

I tried to but the armour's textures messed up so it don't work good.

It probably has something to do with the 3D model files being different for each Character Class, the reference in the items.txt file is only for the 'texture' file I think and not the actual model and animation files, so the armour's don't 'fit' properly anymore
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Prometheus on Nov 23, 2009; 10:50 AM
The download is down? why?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Jaknet on Nov 23, 2009; 11:19 AM
Quote from: "Prometheus"
The download is down? why?

There seems to a be quite a few links down today. Not only to downloads, but also to loads of pictures that were added as attachments to posts. I suspect this is linked to the forum problems Meayan had
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Prometheus on Nov 23, 2009; 11:21 AM
yeah i just figured too
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: MJ12 on Nov 26, 2009; 12:17 PM
As a favor can you make a version which also includes the Improved Sniper Rifle Accuracy/RoF mod?

Thanks.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: hukhuk on Nov 27, 2009; 05:09 AM
yay more useless builds, will DL later
tyvm  :P
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Scyris on Nov 28, 2009; 01:19 PM
Good mod but doesn't this kinda totally break the classes? The melee's are supposed to use melee etc etc.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Seferoth on Nov 28, 2009; 02:02 PM
I think not, this mod is quite balanced. I have tested it heavily. Blinking evoker with guns and with Ember summon(So fun), Marksman with Sword and shield(Works great with beacon,grenades and precision strikes) and if you dont like the mod you can allways choose not to use it. It just adds extra spice.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: PeeterMcG on Nov 28, 2009; 03:24 PM
Quote from: "Scyris"
Good mod but doesn't this kinda totally break the classes? The melee's are supposed to use melee etc etc.
Quote from: "Seferoth"
I think not, this mod is quite balanced. I have tested it heavily.
1. You didn't answer the question. (The question Scyris asked wasn't about about balance.)
2. If a single person is able to test and complete evaluation for balancing, I wonder why FSS couldn't get things balanced from the start.
3.  What balancing was done with the mod. ("...this mod is quite balanced.")  Have dmg or rate of fire been adjusted based on the character class using the weapon or something along those lines?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Seferoth on Nov 29, 2009; 03:31 AM
If people is that worried about this mod then why in the heck they even download this in the first place? I think every man and woman can use guns, you just press the trigger and everyone can wield swords. Yes it break the classes and thats the point of this mod. What there is more to ask...sheesh.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Kralle on Nov 29, 2009; 03:38 AM
Seferoth is right, if you have doubts about using the mod...
...just dont use it, plain and simple.

If you want to use some features from it but not all, than grab your nose and hold it...
...its easy, right ?

No one is forcing anyone to use it and to ask hypocritical questions wont bring points across (beside of acting like an butthead).
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: PeeterMcG on Nov 29, 2009; 04:13 AM
Wow.
Who thought they were being forced to use the mod?
As stated, it is a completely separate download, that has nothing at all to do with revival, the game patch, etc.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Kralle on Nov 29, 2009; 04:18 AM
No kiddin...

Since we are at it, anyone is using those mindcontroll devices ?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: PeeterMcG on Nov 29, 2009; 04:20 AM
Quote from: "Kralle"
No kiddin...
Nope.
Quote from: "Kralle"
Since we are at it, anyone is using those mindcontroll devices ?
Don't think so....I think it was in the corner with your aluminum foil hat.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Kralle on Nov 29, 2009; 06:27 AM
Woaaa, twist some more ?
Shifty shifty   :roll:

Not that it matters anyways *shrug*

Back to my question, does any summoner or evoker use those mindcontroll devices ?

I was thinking giving those a try on my MM, but before I install that mod for the sole purpose of using them...
...I would like to draw from the expiriences of those in the "know".
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Scyris on Nov 30, 2009; 10:35 AM
After installing this mod I found the game more intersting. I can now be a summoner with a Arclight Exothemic rifle so I can actually deal decent damage on my own, compared to the crappy weapons summoners normally get. Great mod tons of fun seeing what kinda of screwy builds you can make based on it. I did notice a few bugs

1: Weapon upgrades no longer need nanoshards.. While this is a bug persay I'd say its a good one and I hope it stays, I thought the whole nanoshard BS was just an annoyence when they intorduced it.

2: Shops now sell weapons for all class insted of being locked just to your faction. Again not too bad, but it does lower the chance of finding a sweet weap for your class.

Bug Number 3 and this one I find personally fairly annoying: Weapons from kills tend to be from all factions now insted of like 90% from yours and a small chance of say a melee or focus item. Getting annoying killing bosses and elite mobs and never getting anything for my class. But I suppose you cannot really fix this with a simple command or 2.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Malachor on Nov 30, 2009; 11:23 AM
Quote from: "Scyris"
2: Shops now sell weapons for all classes, instead of being locked just to your faction. Again not too bad, but it does lower the chance of finding a sweet weapon for your class.

Bug Number 3 and this one I personally find fairly annoying: Weapons from kills tend to be from all factions now instead of like 90% from yours and a small chance of say a melee or focus item. Getting annoying killing bosses and elite mobs and never getting anything for my class. But I suppose you cannot really fix this with a simple command or 2.
I had wondered if these would happen.
I would say that merchants and drops are based on what you can use, so by using this mod, and  being able to use most weapons, you now get those weapons.
So they're not bugs, but features.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Iuris on Dec 03, 2009; 12:46 AM
How exactly would installing and uninstalling work with this mod? I take it it only modifies weapon tables? Then, you install and as long as you remove weapons from your hands, you could uninstall freely, right?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Seferoth on Dec 03, 2009; 03:16 AM
Yes you can safely uninstall this mod even if you have like sword equiped on Evoker. It does not crash or anything. Offcourse its much more safe to unequip item before uninstalling.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: tech on Dec 14, 2009; 02:08 PM
I just wanted to say how much I am enjoying this mod.  It really opens up a lot of new playability for me, especially since shared stash is not possible right now.  Not only does it allow new builds to try out it also takes away a lot of the frustration I would get of finding a really kick butt weapon that wasn't for my class and that I couldn't pass along to any other char to use.  

This mod in my opinion is only 2nd best to the main SP Revival mod!!!
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Nostalgion on Dec 14, 2009; 02:32 PM
So... I can use 2 7-slot onehand vorpals as a critbuild? That´s going to be funny ^^

How about the augmentations? Can I augment MM skills on vorpals, too?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Sradac on Dec 15, 2009; 02:32 AM
While i had a bit of fun with this mod at first, one thing I noticed is for some reason weapons with +skill mods on them seem to be extremely rare in this mod, without augmenting.  Being a summoner with a sword and shield was pretty fun but when I decided I wanted something in my offhand with +skill on it I could not find one.  Granted, being able to use other factions weapons might make some not even worry about getting something with their skills on it, just thought i'd point it out.  And yeah, merchants mostly sell crap weapons since theres a much larger pool to stock from.  Maybe a way to increase merchant inventory?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: tech on Dec 15, 2009; 12:59 PM
I can understand your point about skill mods Sradac but I tended to always get junky skill mods when I aug'ed nice weapons so I like that they aren't there and the augs are mostly related to boosting the weapon's power.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: piinyouri on Dec 15, 2009; 01:45 PM
Is it possible for this mod to be altered to apply to armor as well?
Mix and matching some of the armors would be pretty kewl and it'd break up the monotony of always knowing what my char is gonna look like at certain parts of the game.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Sradac on Dec 18, 2009; 06:41 AM
one other thing to point out, since any class can use any weapon, is it possible to make the "kill sydonai with a cricket bat" achievement available to everyone instead of just templars?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Malachor on Dec 18, 2009; 08:11 AM
I imagine that's possible.
I also imagine that it's possible to unfaction Bug Master(Kill 1000 Monsters w/ Assassin Bug Hive), Batman(Kill 1,000 enemies with a cricket bat), and Sniper(Kill 1,000 enemies with a sniper rifle).
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Morbious on Dec 18, 2009; 09:15 AM
is it possible to load this mod so that it only affects one or two characters? would love to use it on my Summoner and maybe a guardian, but I currently like the drops for my MM and evoker the way they are.

oops..   :?  edited the wrong post..  lol
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Seferoth on Jan 04, 2010; 09:23 AM
Just wanted to ask is this compatitle with 1.2 Sp revival Modification? If not well i hope it will be made compatitle.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: RJ Mayhem on Jan 05, 2010; 02:54 PM
Quote from: "Seferoth"
Just wanted to ask is this compatitle with 1.2 Sp revival Modification? If not well i hope it will be made compatitle.

Sadly my laptop broke so I don't have a computer.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: belhawk on Jan 05, 2010; 07:08 PM
i am running it with 1.2 with no problem that i can see.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Malachor on Jan 06, 2010; 04:18 AM
Updated by me on Demon's behalf so it's compatible with 1.2.
There were some changes made in 1.2 to the items file, so even though you may not see those changes straightaway, you may well do so later on.
2 examples are:
6x mutant quality dye kits, each adds +1 to all class skills.
Low Yield Warheads now stack. This is the quest item for "Fetch, Boy".
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: RJ Mayhem on Jan 06, 2010; 05:48 PM
Quote from: "Malachor"
Updated by me on Demon's behalf so it's compatible with 1.2.
There were some changes made in 1.2 to the items file, so even though you may not see those changes straightaway, you may well do so later on.
2 examples are:
6x mutant quality dye kits, each adds +1 to all class skills.
Low Yield Warheads now stack. This is the quest item for "Fetch, Boy".

Thanks
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: acguarnica on Jan 23, 2010; 06:23 PM
Heh, I'm new here so I'm going to try this bad boy out.  I've always wanted to criss cross weaponry amoung characters. Now's my chance.  Thanks for this Mod!
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: flarebright on Feb 03, 2010; 12:41 AM
I would like to second request for a version of this mod that would apply to armor as well.
I could be a fun way to reinvent characters.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Malachor on Feb 03, 2010; 01:19 AM
Quote from: "flarebright"
I would like to second request for a version of this mod that would apply to armor as well.
I could be a fun way to reinvent characters.
If it worked properly yes, but, I think these posts, from the first page, explain it.
Quote from: "Berit"
Quote from: "Demon86RJC"
Quote from: "MJ12"
I wonder if you can't do one for armor as well. That'd be.. a hoot, certainly.

I tried to but the armour's textures messed up so it don't work good.

It probably has something to do with the 3D model files being different for each Character Class, the reference in the items.txt file is only for the 'texture' file I think and not the actual model and animation files, so the armour's don't 'fit' properly anymore
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: flarebright on Feb 06, 2010; 11:30 PM
Ah I missed that before.  Thank you for explanation
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: MrObvious on Feb 25, 2010; 06:20 AM
this has got to be the most awesome mod yet!
can't hardly wait!
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Dobri on Apr 14, 2010; 04:52 PM
Thank you for this mod!

This mod finally made me play the Summoner more extensively. I've done a quick test run with her before and gave up on her on level 10. She doesn't have much in terms of weapons and the minions' AI is awful. They're either charging headlong in battle or they simply sit and wait. In both cases, it's the summoner that suffers from this behavior. Now with this mod, the Summoner can finally do something useful him/herself rather than sit and wait on the summonings to do their work, use mind control devices or try to fire underrated guns.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: SydonaiHGL on May 04, 2010; 04:18 PM
This mod is absolutely fantastic!!  Thank you SO very much!
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Tallen on Sep 05, 2010; 02:44 AM
This is a fantastic mod, thx for this!

I love using it with the Templar class, sword in one hand and smg in the other. The one thing that had always bugged me about the Templars was that they had no cool guns, even though in many of the cinematics they were using hunter weapons. Too bad we can't use it in MP, that would be sweet.
Also, I don't see how it's supposed to break anything. Powerful weapons only become really powerful with the corresponding skills. My templar with his smg has aweful accuracy obviously and a hunter with a sword is just like any other noob using a weapon he knows nothing about. Since you can't use any of the special class attacks all you get is the base weapons, nothing more, with your attributes likely being totaly useless for those weapons anyway, so it's just good fun without breaking anything, and some convenience thrown in. :)
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: PeeterMcG on Sep 05, 2010; 06:27 AM
Quote from: "Tallen"
Also, I don't see how it's supposed to break anything. Powerful weapons only become really powerful with the corresponding skills. My templar with his smg has aweful accuracy obviously...  ...Since you can't use any of the special class attacks all you get is the base weapons, nothing more, with your attributes likely being totaly useless for those weapons anyway, so it's just good fun without breaking anything, and some convenience thrown in. :)
Opinions vary.
Did you ever play or run with a well-built and equipped gundian in MP?
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Leitner on Sep 05, 2010; 06:59 AM
Quote from: "PeeterMcG"
Quote from: "Tallen"
Also, I don't see how it's supposed to break anything. Powerful weapons only become really powerful with the corresponding skills. My templar with his smg has aweful accuracy obviously...  ...Since you can't use any of the special class attacks all you get is the base weapons, nothing more, with your attributes likely being totaly useless for those weapons anyway, so it's just good fun without breaking anything, and some convenience thrown in. :)
Opinions vary.
Did you ever play or run with a well-built and equipped gundian in MP?

Peter is correct. While playing a hunter with a sword probably won't get you very far playing a gundian with a pair of hus might. Or even worse a marksmen dual weilding 7s vorpals with shrapnel on hit combined with multishot. In general most of the combos will not be over powered but a few might indeed be gamebreaking.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: thumper on Sep 05, 2010; 09:27 AM
I played a Guardian SP (tank) with DAWES1313 Templar mod which gave me access to a cluster rifle ALA the cinematic. Horribly OP for most of the game but I eventually switched to Boards and Swords as the handguns, although Uber Cool looking, seemed to only be useful if you could fill them with on-hit Shrapnel mods. And horribly inaccurate (not good in some end-game levels).

I did run with a L50R15 Gundian a few times in MP. 5 member team, I was the MM/Sniper/Striker dude along with an Evoker, Tank Summoner and and an Engie. Many times we let the guy/girl Gundian run Molly by her/himself and we would just pick off the priests and random summoned dick-head demon cannon fodder. Poor old Molly never stood a chance against him/her  :D .
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Huskie on Sep 09, 2010; 12:55 AM
Any chance this could be made compatible with seferoth's compile mod?

If I just install this one after the compile I end up losing several, if not all, of the compile's new features, and if I do it the other way around, the faction restrictions still apply.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Bryan on Sep 09, 2010; 01:36 AM
Haven't checked personally,but the way you describe it I'd suppose they replace the same file(s),hence the problem.As long as they change the same file(s) you'll be unable to fully apply both mods at the same time,at best you'll get some changes from each depending on the order they're installed.

Can't know if those two mods can somehow be made compatible with each other though...Perhaps someone else knows for certain.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Leitner on Sep 09, 2010; 09:28 AM
Yes both of the mods alter some of the same cooked files. Someone who uses reanimator commonly could add the effects of both mods together. And I believe the next generation of mod packages will allow you to pick and choose what you want from different mods.

In the meantime though you'll probably just have to use 1 or the other.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Malachor on Sep 11, 2010; 01:44 PM
Quote from: "Huskie"
Any chance this could be made compatible with seferoth's compile mod?
I'd suggest posting this request in seferoth's mod topic, since it is his mod that you want changed.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Touch on Sep 11, 2010; 08:57 PM
You should make the same mod as this one but with the armor... Cause i have a marksman who might use the Templars' armor
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Jeremiah on Sep 12, 2010; 03:37 AM
The reason that the Armor Mod isn't done is because it deforms your characters since each Faction has a different Model for Armors.
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: Kage_Kaldaka on Jun 03, 2012; 03:02 AM
Thank you so much! This has been one of a list of very few complaints ive had about this  game, is that it seemed unrealistic that some weapons cant be used by other classes. for ex, a marksman being unable to use a plague blaster or the gun that cabalists use to shoot exploding pegs [forgot the name]
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: ch3m on Feb 02, 2013; 04:14 PM
Thanks!  I really like the mod.  =]
Title: Re: No Faction Requierment (WEAPONS) (MOD)
Post by: SaltedTequila on Oct 19, 2017; 10:11 PM
Yes you can safely uninstall this mod even if you have like sword equiped on Evoker. It does not crash or anything. Offcourse its much more safe to unequip item before uninstalling.

How can one uninstall this mod? I have loved having it for kicks and giggles, but I wonder how I can turn off this mod without turning off others, including my personally altered excel files ....

I reinstalled HGL and the mods I want to keep, excluding this, and then placed my excel files back, but the mod continued :s