It also fixes the crafting costs for Journeyman Dweomer Runes, which require an
additional etching agent, what all other runes don't.
Modifié par Schwinni, 05 mai 2010 - 03:47 .
LOL, true. Well in the original BTIM_base, they had set the bitmask 18 (= 16 + 2 = CHEST + MELEE_OFFHAND) for armor runes and the bitmask 2 ( = 1 + 2 = MELEE_MAIN + MELEE_OFFHAND) for weapon runes.CybAnt1 wrote...
P.S. one other change I'd like to see is shields taking armor runes rather than weapon runes. No idea if that was a (bad) design decision or just another glitch. But there seems to be no benefit to putting weapon runes in shields (they don't affect shield bash), and it makes much more logical sense then to put an armor rune slot there.
I can set that also, but we have to observe if the damage is triggered.Also, staves should take runes! In particular, the elemental damage bonus runes to affect the elemental projectiles they fire.
I can fix that.I also don't see why mage robes can't take runes, either, and why they can only go on leather or metal armors. A mage might quite obviously want to equip magic resistance runes.
You mean he/she will make runecrafting into something usable so that Bio doesn't have to.CybAnt1 wrote...
You'll make Runecrafting into something usable before Bio ever does.
Modifié par Yrkoon, 08 mai 2010 - 04:19 .
Schwinni wrote...
CybAnt1, is it possible that you still have the BTIM_base.gda from the "Runes for everything" mod in your override folder?
I ask, because Awakening doesn't enable runes for shields...
The other part of me thinks that Community fixes are the reason why we won't see another patch from Bioware/EA. From their point of view, why waste company time and resources on something like a patch ( which you can't sell) when the community is more than willing to pump out these patches for you?
That also enables armor runes for all weapons which can be used offhand (1hand swords and daggers).
- How many slots shall shields have (based on tier and compared to armor)?
- Shall gloves and boots also have rune slots? How many (based on tier and compared to armor)?
- Shall staffs have rune slots? How many?
- Shall bows and crossbows have rune slots? How many?
CybAnt1 wrote...
That also enables armor runes for all weapons which can be used offhand (1hand swords and daggers).
I'm not sure I understand that, per se. A shield only goes in your offhand. But a 1H dagger or sword or whatever could be used in your main hand, or your offhand.
There are no weapons that are restricted to your offhand only.
How does the file in runesforeverything do it? So that's the reason why it enables weapon, not armor, runes for shields? If we made shields take armor runes, every 1H weapon would have to also take armor runes? Nah, not in favor of that.
CybAnt1 wrote...
BTW, I would definitely make those changes optional, as opposed to the fixes, which are necessary. (I know you've done this already in other cases.)
Modifié par CybAnt1, 08 mai 2010 - 06:56 .
Ha! Now that you mention it. That's something I really wanna find out.CybAnt1 wrote...
(like 99 runes = 99 inventory slots)
I wouldn't *bother* doing runes for shields. Since there's no way to make them take armor runes, and no effect from having them take weapon runes, that part I wouldn't bother doing.
Man, this is complete bulls**t!
The runes don't even have a stack size of 1. They have set 0.
And I know why now.
When setting the stack size to 99, you can buy 99 runes and they use only 1 inventory slot.
You can also craft runes using them.
But then, in the enchantment window, the stacked runes are shown as 1 rune.
I have tested if the runes slots show up.CybAnt1 wrote...
BTW, are you going to playtest whether putting runes in robes and staves works? I could test this myself, too, but I may not get to it for a while.
Yes, you're right. They would work. Just in order to make armor runes work in shields you would have to allow armor runes for 1hand weapons also.soteria wrote...
Er, wouldn't the defensive weapon runes like spell resist work fine in a shield? That seems pretty useful to me.I wouldn't *bother* doing runes for shields. Since there's no way to make them take armor runes, and no effect from having them take weapon runes, that part I wouldn't bother doing.
What problems do you mean? That you can only use Novice Runes for crafting when using the Direct Rune Crafting package?I'm not (currently) using this mod, though I appreciate the effort. While I was playing, my thought was the most useful thing would be some sort of tooltip to show me exactly what materials I need to make an expert or master rune or whatever. That alone would have been a great improvement. This fix works too, though it has its own problems.