Custom class?
#1
Posté 10 novembre 2009 - 03:53
Thanks
#2
Posté 10 novembre 2009 - 07:49
Is there a way to make a Mage with stealth for example?
#3
Posté 10 novembre 2009 - 08:52
#4
Posté 10 novembre 2009 - 10:20
As to whether you can make a custom class to be selected in game, on creation, the tools are there, just would take someeone with the will to make the mod.
#5
Posté 11 novembre 2009 - 05:23
I can't seem to get this to work. I can add talents to my characters using the toolset, that works fine, but I can only add spells/talents that belong to that class in the first place. Adding spells to a rogue or warrior doesn't really seem to do anything, neither does adding stealth or lockpicking to a mage, or warrior talents to a rogue, etc.Bahlsa wrote...
You can manually alter your save game files to add in those talents. You need to know the talent codes, and I have no idea if you get a point on level, or not to upgrade the base once modified as I haven't actually leveled with a modified character yet.
Also, even if spells/talents could be added in this way, there is still the issue of mages using a magic bar while warriors/rogues use a stamina bar.
Anyone have any ideas how to really mix and match talents/spells in order to make a completely unique class?
Modifié par spymaster2, 11 novembre 2009 - 05:26 .
#6
Posté 11 novembre 2009 - 05:58
Makes you wonder though. I mean they have the 3 basic classes down(mage rogue warrior, though you can make each class very different from even someone from the same class). They have already stated this game will be a series, and no doubt there will be expansions and already confirmed DLC. How many more "basic" classes can you add? Maybe a monk type character? But that might fall into warrior. Maybe somesort of spirit being? No doubt they will add more specializations and more spell/talent lines.
#7
Posté 11 novembre 2009 - 01:20
#8
Posté 11 novembre 2009 - 05:00
Take a talent you allready have, and can hotkey, and move it to the bar, as many times as you want to add spells.
Add your spells to teh character, then look for the quickbar list, and modify them to your prefernce.
Once you have the spells hotkeyed once, you can move them around, but if you remove them, you will need to redo the hotkey.
I have a Rogue with Fire blades, and a Warrior that can buff the rock buff, and will probably add haste whenever I get anotehr party member worth giving it to..
#9
Posté 11 novembre 2009 - 05:32
Gfan24 wrote...
Yeah, there is a lock somewhere that prevents you from adding a mage spell to a warrior or vice versa.
Makes you wonder though. I mean they have the 3 basic classes down(mage rogue warrior, though you can make each class very different from even someone from the same class). They have already stated this game will be a series, and no doubt there will be expansions and already confirmed DLC. How many more "basic" classes can you add? Maybe a monk type character? But that might fall into warrior. Maybe somesort of spirit being? No doubt they will add more specializations and more spell/talent lines.
actually monk would be more fitting under rogue than warrior if they had to use one of the 3 bases.
you would be able to make a ninja ect if you took stealth talents ect.
imo i would love to see a monk and rogues are pretty perfect for it if they have an expanded talent pool to include unarmed talents similer to the dual wield and then a monk spec.
warriors could get the same unarmed talent but with diffrent animations and have a Bruiser spec. with talents more tword all out damage than evasion. while the rogues monk spec would be more evasive.
although i would still prefer a pure monk class because that would allow things like staff weapons ect but imo for me one of the huge draws to a monk is unarmed fighting so id still be happy if they did a monk fast and just tacked it on to rogues for unarmed/armoured talents
#10
Posté 11 novembre 2009 - 10:00
#11
Posté 13 novembre 2009 - 08:03
If anyone else has actually found anything on this though I would be more than happy to have some more insight into it.
#12
Posté 15 février 2011 - 01:33
wishmaster_96 wrote...
I am actually working on this atm myself. So far I have found a few xls doc's that seem to lead in the right direction. CLA_base, background, ALWarrior_; ALRogue_: ALMage_; Default, and ABI_base. That's it so far though. Not sure what else might be needed to be adjusted for this to work yet or if there is anything else beyond copying the edited versions of these files in the override directory. I'll hopefully get to test this more tomorrow and see what happens.
If anyone else has actually found anything on this though I would be more than happy to have some more insight into it.
So how did that work out for ya? Im really curious.
#13
Posté 15 février 2011 - 10:41
Sadorath wrote...
wishmaster_96 wrote...
I am actually working on this atm myself. So far I have found a few xls doc's that seem to lead in the right direction. CLA_base, background, ALWarrior_; ALRogue_: ALMage_; Default, and ABI_base. That's it so far though. Not sure what else might be needed to be adjusted for this to work yet or if there is anything else beyond copying the edited versions of these files in the override directory. I'll hopefully get to test this more tomorrow and see what happens.
If anyone else has actually found anything on this though I would be more than happy to have some more insight into it.
So how did that work out for ya? Im really curious.
http://social.biowar..._class_Tutorial





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