DalishFury Posted June 26, 2013 Share Posted June 26, 2013 Curious more than anything else. Does anybody know if an off-hand staff mod has been made yet? I've been looking (Google and on here) for the last few years, and haven't found one (never occurred to me until now to post a mod request :huh:). Very likely something that falls under "harder than it looks." Thanks in advance if anyone's willing to tackle this project. What I'm looking for is mostly aesthetic, with the following details:No change to actor staff animations.Staff held in left hand.Able to equip "true" off-hand (e.g. longsword, dagger, shield).Compatible with all DA1 modules (O, A, LS, GoA, WH).The idea being that projectiles shoot out the tip of the sword rather than the staff itself.If a 1h melee weapon is equipped, perhaps add spell power or damage rating. If a shield, then add to armor rating (as normal). A 2h melee weapon in addition to the staff seems a little implausible, and impractical. I've tried to do this myself with the toolset. Managed to get a 1h staff equip, but ended up crashing the game when I tried to cast. :dry: Dunno what I tripped. Don't ask. Thinking on it now, these will likely have to happen:Staff remains "main hand" weapon, despite appearing in left.Global changes not only to active appearance, but potentially behavior (eep). Mage shouldn't go through a re-sheathing cycle because of whatever else is equipped. Likewise, dagger animations for example, shouldn't activate just because one is in the off-hand."Off-hand" equip appears in main hand.Dual wield techniques may have to be accessible to mage for full sized off-hand equips. (i.e. aside from daggers and shields).Perhaps an intelligence prerequisite instead of dexterity? (Maybe not.. doesn't matter how high your IQ is.. if you're clumsy, you'll still drop that mace on your own foot ;D) An Arcane Warrior prerequisite could also be viable. Link to comment Share on other sites More sharing options...
MysteriousGuy Posted June 30, 2013 Share Posted June 30, 2013 From my knowledge changing values for weapon attatch nodes in GDA is easy to do(moving weapon from one hand to other and changing its behaviour). Problem is there are no animations for new weapon positioning and almost no one is making them. One of the reasons is probably coz animation tools are only available for 3ds max. Another reason is no tutorials on the topic, although its not that difficult to implement new animation in game once you have new animation files. I believe you can make staff not main hand weapon only by changing values in GDA without crashing the game. Im not familiar with eep...if you get new animation files you can use toolset to replace animations in animation trees and add events to animations in event editor (event will tell the game when is weapon equipped or when it hits - animation doesnt know this by itself) Link to comment Share on other sites More sharing options...
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