I'd like to announce the release of my latest project:
Two-Handed Momentum
v1.1
This mod allows Two-Handed Warriors to use the talent "Momentum".
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I always thought that the Two-Handed talent tree was a bit boring and that my greatsword wielding companions were the least useful but I recently made my first two-handed warrior and realized how AWESOME it looks. Still, I thought, it could be a little more fun, so I made this mod. Now my warden looks even cooler executing all those bad-ass two-handed moves. Enjoy!
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Details:
Two-Handed Momentum (Two Handed)
Sustained
Range: Personal
Upkeep: 40
Fatigue: 5%
Cooldown: 5s
Prerequisite: Two-Handed Strength
Requires: Level 7
18 Dexterity
The character has learned to carry one attack through to the next, increasing attack speed substantially and can seemingly wield a two-handed weapon as if it were as light as a rapier. This mode consumes stamina quickly, however.
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This mod uses the following files and is incompatible with other mods that modify the same files:
2da_constants_h.nss
talent_constants_h.nss
talent_modal.nss
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A couple of minor, nitpicky things about this mod:
The status icon is blank.
There is a "?" before the title "Two-Handed Momentum" in the talents screen.
This is my first ability mod so if anyone knows how to fix these flaws I would very much appreciate the feedback and will put out an updated version.
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Check out this mod in action at:
[Release] Two-Handed Momentum
Débuté par
Nitro9a
, sept. 25 2010 11:02
#1
Posté 25 septembre 2010 - 11:02
#2
Posté 25 septembre 2010 - 11:33
One thing that I'd like to suggest for your next release; don't directly modify talent_modal.nss or 2da_constants_h.nss, but duplicate those files to prevent interference with other mods. I do it that way with my Tevinter Warden class's abilities.
#3
Posté 25 septembre 2010 - 11:54
Sorry I was unclear. That's what I did, but I assumed that the mod still wouldn't be compatible with other mods duplicating those files. Please tell me I'm wrong.
If I am, would you mind explaining to me how it works when you have two mods that override the same files? Thanks!
#4
Posté 26 septembre 2010 - 12:02
The only way they would be incompatible is if someone used the same script name as you did.
#5
Posté 26 septembre 2010 - 12:15
How would you change the names of the scripts and still have them be referenced properly?
#6
Posté 26 septembre 2010 - 12:27
Add a three letter prefix to the script you're duplicating and use that as the script name in the 2da file; I also do that for the name of the header file (mine is called ldp_2da_constants_h.nss); you'll need to edit abi_templates.nss to include your constants in the script you created, since just including it at the top of the new script won't work.
#7
Posté 26 septembre 2010 - 12:41
Awesome, thanks! I'll take a look at all this tomorrow (though when I do I may have more questions for you.) Actually, I already thought of one- Won't other mods have an edited abi_templates.nss? Will I be adding a prefix to that as well?
#8
Posté 26 septembre 2010 - 01:16
You won't be including that in your mod, so it doesn't matter.
#9
Posté 27 septembre 2010 - 12:47
Everything's working and compatible now, thanks to Lady Desire's expert advice. If you've already downloaded this mod, I suggest you head over to the project page and download the new and improved version- http://social.biowar...m/project/3530/
#10
Posté 27 septembre 2010 - 03:52
Glad I could be of assistance.
#11
Posté 21 octobre 2010 - 08:59
Ah! Just in time, I had been giving a lot of consideration to a 2-hander run, but the attack speed had been putting me off from doing so almost since I got Origins. Don't have that excuse now.
Thanks!
#12
Posté 22 octobre 2010 - 01:12
You're welcome, Liliandra. I hope you enjoy it. I'm having a blast with it!





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