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[Release] Two-Handed Momentum


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#1
Nitro9a

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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.

****

Check out this mod in action at:

#2
ladydesire

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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
Nitro9a

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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
ladydesire

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The only way they would be incompatible is if someone used the same script name as you did.

#5
Nitro9a

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How would you change the names of the scripts and still have them be referenced properly?

#6
ladydesire

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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
Nitro9a

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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
ladydesire

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You won't be including that in your mod, so it doesn't matter.

#9
Nitro9a

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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
ladydesire

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Glad I could be of assistance. :)

#11
Liliandra Nadiar

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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. :D Thanks!

#12
Nitro9a

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You're welcome, Liliandra. I hope you enjoy it. I'm having a blast with it!