[IDEA] Cross-class Specilizations
#1
Posté 15 mars 2011 - 11:11
What I'm proposing in that we find some way (Besides the lame typing in an ID to allow your character to have access to the tree) to implement it in the game in a more fluid story driven way.
#2
Posté 15 mars 2011 - 11:19
Also, cross weapon animation doesn't work very well. For example, I tried modding dual long swords and managed to get some dual weapon skills to work with them but a majority would not work, I'm assuming because of animations (I encountered something similar in DA: O). Another animation related issue is casting certain spells with certain melee weapons somehow turns them into instant cast, instant cooldown spells.
As you can see, there's a whole host of issues that will need to be addressed and we're severely limited by lack of a tool that can interpret all the bits, bytes and addresses of the files that we have, nevermind that we can't generate actual scripts yet or tweak animations.
I don't, however, claim to know all the inner workings of the resources we have available and perhaps someone more able than I am will be able to give a different perspective.
Modifié par KwanGong, 15 mars 2011 - 11:24 .
#3
Posté 15 mars 2011 - 11:23
#4
Posté 15 mars 2011 - 11:37
Modifié par hazenvirus, 15 mars 2011 - 11:38 .
#5
Posté 15 mars 2011 - 11:40
TubularGlucose wrote...
What I'm proposing in that we find some way (Besides the lame typing in an ID to allow your character to have access to the tree) to implement it in the game in a more fluid story driven way.
Why is that lame? It works best and is super easy.
#6
Posté 16 mars 2011 - 11:49
Cambios wrote...
TubularGlucose wrote...
What I'm proposing in that we find some way (Besides the lame typing in an ID to allow your character to have access to the tree) to implement it in the game in a more fluid story driven way.
Why is that lame? It works best and is super easy.
Well from a role-playing aspect that is kind of lame, I might be old fashioned but I cannot recall writting crazy Console commands to cast spell ID:112452. Plus I'd rather not touch the console commands, I end up screwing around too much with it and ruining my gaming experience.
#7
Posté 16 mars 2011 - 11:50
hazenvirus wrote...
I did this with my mage by adding in warrior talents. It was fun, but the animations are an issue. Spells don't work the same without a staff. So yeah they are pretty OP and you can't use warrior abilities without a sword. Maybe if you could somehow edit the base of an item to be both a staff and 2 hander you could get it to work. It might still look pretty bad though since when I edited the staff of parthalon model onto my sword Hawke wielded by holding onto the blade.
And gah... it's sad to see that DA2 doesn't have as much flexibility as DAO did with their modelling, well that's gaming these days.





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