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Ossir

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  1. In my meddling with modding I did notice that it is possible to set specific talent groups as weapon equip restrictions. I wonder if this is detailed enough to say, make a really powerful bow open only to those who learned Master Archer, or something like that.
  2. I have an odd thought on the realism front. I don't claim to be an expert though I have shot a bow a few dozen times. Do you, when shooting a bow, ever draw it to less than full draw? If not, surely once you have the strength required to draw the bow fully, the damage cannot scale further because it will always be at full draw, never more, never less. Hence a bow should have a Strength equip requirement but no damage scaling. as for dex based damage scaling, my argument has always been accuracy beyond the simple "hit or miss" check. Dex already adds to attack which makes you more likely to hit in the first place, but I imagine a hit in the biceps will not do anywhere near as much damage as a direct torso shot. I see dex based damage scaling as the ability of the shooter to RELIABLY hit vital areas at a good angle to make the most of the kinetic energy of each shot. It is stretching reality a little, but after all it is a fantasy game. But from a gameplay perspective, I cannot accept a weapon whose damage does not scale with player attributes. The implications are that it will either be way too powerful at early game, or far too weak at late game, both of which are unacceptable. I think a bit of realism stretching is required to make for a smooth gameplay progression.
  3. Thank you very much for your contribution Darke, much appreciated. I've modified and spliced bits of what you wrote and I have a working script now that does what I want. :thumbsup:
  4. it is but it might take a while. DATool allows you to easily resize items and export the new mesh files, it would be technically feasible to create a huge override folder that covers all the original models... but like I said it would take quite a lot of time (because you have to resize and save each item individually) and there will probably be compatibility issues with any other mod that modifies the base weapons or any re-textures that use the base weapon models. I would recommend just getting Adonnay's weapon replacer: http://dragonagenexus.com/downloads/file.php?id=777 it makes all the swords and daggers look a lot better.
  5. Stealth, Flicker, discovering and disarming traps, etc - stuff like that :cool: I guess you are kind of right Rusty. I did start a rogue playthrough some time ago and I did find sneaking around and disarming traps kind of fun for a while... but I never found it "necessary". It is amusing being able to sneak up on people but I don't miss not being able to do it. There is nothing in the game mechanic that makes any situation "too difficult" if you don't have a rogue. Traps are rarely more than a minor nuisance anyway. What I'm trying to say is that while rogues can be fun, their skills are more of a distraction. I find having an extra mage to blast the place or heal gets the job done much quicker and easier than fiddling around with a rogue.
  6. Thanks for the reply Darke I haven't had a chance to try it out yet but it seems to be what I need. Before I give it a go, just a couple of questions: 1) I don't use flags, I just want the module to import items to my main campaign inventory when I load a save, can I just ignore the stuff in red in your example? 2) At what point does your script check if the player already has the item?
  7. Origins: Warrior or Mage, actually probably Mage Awakening: Warrior hands down I'm not quite sure what all the fuss about Rogues is. I guess they are kind of cool with the backstabbing, especially Assassin/Duellist, but to be honest, if I didn't need to unlock chests, I probably wouldn't take a Rogue with me at all.
  8. Hi, I have a small problem with adding items, I hope this hasn't been asked before but it only really needs a quick answer. I have no idea really about scripting, but I have been using an example script from: http://dragonagemodding.wordpress.com/2009/11/11/a-start-creating-a-module-to-give-your-player-an-item/ and it works fine for single items. My problem is, I have no idea how to build a longer script that checks for say, every piece of an armour set and then spawns each one. I tried copying and pasting the little script several times but I get "invalid command" errors and it only runs for the first item. I also tried making a different script for each item but this failed when I realized you can only attach one core script to the module properties. if someone can please write a quick example script that they use to add a bunch of different items rather than just one I would be very grateful Thanks
  9. OK, made a little bit of progress on the second part (by that I mean I found the tint override). However, this only partly solves the problem. I still have a texture overlay on the armor in game and I don't know where it's coming from. I'm guessing there's an Alpha layer somewhere that I'm missing and it's bugging me. I even tried deleting the Alpha layer from the .dds file ending in "0n" and putting that in override as well as the new texture file but it didn't seem to do anything. Any ideas?
  10. Hi, apologies if something similar to this has been asked before but I am very new to all this and while I've managed to work out the basics, I've run into a few problems and I wanted to ask about them directly since as I've already spent most of the weekend trawling the net and learning tutorials. so, first issue: I have already used this code: http://dragonagemodding.wordpress.com/2009/11/11/a-start-creating-a-module-to-give-your-player-an-item/ to make a module add an item to inventory, that's fine. The problem i have is... how do you make a single script that adds multiple items? I tried simply pasting a few more copies of those lines and changing the name of the item but it kept coming up with "repeat command" or "invalid command" errors and I do not have enough knowledge of scripting (read almost none) to work out how to splice them together so it runs nicely and adds all the items (in this case, armor, boots, gloves, hat, 2 swords and a shield). second issue: I have succesfully used DATool to resize and reskin a weapon model, then imported it as a test. That worked fine. So then i tried with armor. I have the new textures in the Variations GDA and it appears correctly in the ToolKit variations drop-down, I can select it and it looks fine. So far so good. However, when I select a material tier other than the default, it messes it up. Basically my new armor looks how I want it... but only in Grey Iron :wallbash: switching, for example, to Silverite, overlays a half-transparent version of the base armor texture onto my new skin, obviously creating weird watermark details in places I don't want them. Is there another .DDS file somewhere that I missed, or how do I fix this? Hope someone doesn't mind helping out a noob :thumbsup: Thanks
  11. maybe this is a little silly, and I hope someone here is familiar with Demigod, but can we please, PLEASE have this guys Crossbow :whistling: : http://pnmedia.gamespy.com/planetcallofduty.gamespy.com/images/news/VE/Regulus.png http://www.demigodthegame.com/images/regulus.png
  12. seems to have worked on first little test :thumbsup: thanks again rusty, I won't bother blanket changing the XML until I actually am ready to import my character but good to know it works in principle. one other thing though: do gameplay changes, like adding overrides for item stats and the way things behave, work fine across DAO and DAO:A?
  13. OK, so here is what I came up with: http://www.dragonagenexus.com/downloads/file.php?id=1560 I am a bit concerned after a little more playtesting that this setup is a little "too" powerful, but that might have more to do with my custom runes and the fact my warrior has insane dexterity (over 60 at lvl 15). I once hit 411 damage on Arrow of Slaying with this... anyway, let me know what you think and how it fits in with your idea. I imagine your tank has a lot more strength, willpower and constitution than my archer and hence not as OTT dex. Also let me know if you have ideas for refining it further I' be happy to contribute to getting this spot on.
  14. Thanks Rusty, I think I can get my head around that, I'll give it a whirl with some of the armour. Where is the path to this .xml file? Is it in Program Files or My Documents?
  15. True, a crossbow only fires at a set power, which is why I use the scaling with Dex not Str. The idea being that Dex is indicative of accuracy and a more skilled/accurate marksman can deal more damage with a weapon of constant power. While this does stretch the bounds of realism slightly, I think in gameplay terms this is required to stop the weapon becoming obsolete as the character levels (especially in Awakening). Also, I am not sure whether the char screen damage is in any way adjusted to represent DPS, as the numbers I get over enemies heads is always very close to the number on the char screen regardless of character class/spec/weapon/attack speed. In any case, I still felt the crossbow underpowered without the dex scaling. If I'm going to wait 2/3 seconds for my shot (not to mention risking stuns/interrupts and being a sitting duck in the meantime) I would like to see tripple figures come out of it, which I now do. :thumbsup: As it is, I have about half the rate of fire of a longbow, but almost twice the damage per hit, so fair trade. the attachment function on this forum doesn't allow me to add .GDAs so I'll make a .rar with a readme and upload it later. As a side note, how difficult is it to mess with the actual meshes and textures of game items? Is there a lot of special software required?
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