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Stealth as a Skill


ShadowDragyn

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Stealth definitely seems to me like something every class should have access to, and changing it from an ability to a skill should be a very easy thing to do.

Unless I've missed something, it should be as easy as changing a few numbers inside a 2DA file.

 

If no one else wants to, I could just do it myself if someone could point me in the right direction of what to change and where.

It may also be necessary to allow Mage and Warrior skills to progress just as quickly as rogues, if anyone knows how to do that (why are they different in the first place?).

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Hey, good news! I went ahead and did this myself; it was as easy as I thought it would be. It works fine as far as I can tell.

All I have to do now is change the description string in the toolset so it no longer calls you a Rogue.

 

Speaking of which, does anyone know how to edit an existing String? I can't find them in the toolset.

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No problem, I had thought of that exact thing last night after making this post.

I'll be making both stealth and lockpicking skills, and doubling the number of skills everyone gets to (level/1.5), meaning something like skill>skill>no skill>skill>skill>no skill.

So that non-rogues, and especially mages, would have more thematically fitting skills to spend those extra points on, I've been tossing around the idea of adding a new skill, Meditation Training, which would increase stamina/mana regeneration, a little mental resistance, and possibly a tiny bit of spellpower at tier 4.

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cool thx. regen skill sounds good too, there are already too few skills dunno why.

i was also gonna have an armor/shield using skill like in D&D series, say light armor at 1 skill, medium at 2 skill points and so on. But you know these mod tools are like hell, nothing like i've ever seen. gonna look little more though.

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I had actually thought about something like what you said with the armor skills.

The idea was to have it reduce your fatigue by like 2.5% per point, allowing you to use heavier armor or a larger number of maintained abilities with a reduced penalty.

 

I could use some ideas for other skills to make. I hated the idea of Rogues getting more skills than others, but Rogues also have far more skills available to them which fit their theme and role. So, I need to come up with more Mage/Warrior focused skills.

I've already got Meditation and that armor one (unnamed), but I still need two or three more.

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  • 3 weeks later...

I'm still working on it. I still can't figure out how to get Lockpicking to work right and may actually be forced to drop that aspect. I'm also planning on pulling back on the skills a bit and only adding two or three new ones total.

 

The mod is going to be doing a few more things outside the scope of what I had originally planned as well; I'm making heavy changes to the way most spells work, reducing the range on many to force you closer to the fray, as well as adding casting times to many more spells (almost exclusively affecting the crowd-control spells, and usually with reduced cost or sometimes cooldown in compensation), which will balance spells in a much more interesting way than many other methods that have been used.

I'm also working on combining warriors and rogues into a single class, so that the original class choice distinguishes only between mages and non-mages, which will give the non-mages (which I'm calling "Fighters") the same number and variety of abilities as mages, as well as setting their overall power-level closer to that of a mage (which is being toned down a little as well by the reduced range and increased casting time).

Finally, I'm adding new abilities from the warrior to the dog, as well as allowing him to choose the skills Survival, Stealth, Combat Specialization and Combat Tactics.

 

It's basically something of an overhaul of abilities in general now, making drastic changes to a few aspects that I feel are in great need of it.

I've actually come pretty far with it already, but I'm still stuck on the lockpicking...

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