just wondering how this would affect classes that dont normally use the weapon, i.e. a DW rogue using swords...would it affect the skills or the combat animations?
And how would it affect a warrior who was given the DW skills and then giving 2 swords?
question about Weapon Restriction mods...
Débuté par
Chugster
, avril 29 2011 10:13
#1
Posté 29 avril 2011 - 10:13
#2
Posté 29 avril 2011 - 10:20
You can't give a warrior two swords. Longswords can't be equipped in the offhand, period.
I think. I could totally be wrong.
And yes, it screws up animations. Talent animations end up ranging from "inappropriate" to "won't play at all."
I think. I could totally be wrong.
And yes, it screws up animations. Talent animations end up ranging from "inappropriate" to "won't play at all."
#3
Posté 30 avril 2011 - 12:05
class skills are very much restricted to class weapons. If you try to perform a class skill while holding a non class weapon, chances are a default animation will play for the weapon held, and the power will execute.
If for example you tried to rogue rush, while holding a weapon and shield, a basic attack would play for a sword slash and your opponents would fly back/over as if you'd rushed them... but you don't actually move from where you executed the ability. Nor suffer the intended delay after the move, you'd just keep on swinging.
Kicking bombs etc is also tied to the weapon you're holding, its a rogue weapon specific animation.
You can designate a weapon as a rogue weapon, even if its not. So you can tell a sword, or a staff, that its a dagger. Hawke will hold and swing it like a dagger (reversed grip), and it looks a bit weird and is quite cheaty. Suddenly that ponderous hammer is light as a dagger and just as fast.
If you tell a staff, its a dagger and then try to do a mage specific ability like cast a spell, you'll get a default attack animation...sometimes cooldowns are also ignored. Spell animations are tied to having a staff behaving like one in your hand.
If you give dual weapon skills to a warrior via the console or an abi_base mod, Hawke will still have to equip two daggers for the animations to play right. You may still be able to use the abilities (with errors/cheat results) while holding long swords.
I've seen the videos of a dagger and shield rogue, backstabbing... with a shield in the off hand. This is because the particular shields don't have the class restriction set at the UTI level. Most 'remove restriction mods' just edit the restriction list because its more efficient.
It might be worth a few minutes seeing how important that item property is to the correct animations playing by editing a few weapon UTI's, but I suspect its just a freak successful result with shields.
If for example you tried to rogue rush, while holding a weapon and shield, a basic attack would play for a sword slash and your opponents would fly back/over as if you'd rushed them... but you don't actually move from where you executed the ability. Nor suffer the intended delay after the move, you'd just keep on swinging.
Kicking bombs etc is also tied to the weapon you're holding, its a rogue weapon specific animation.
You can designate a weapon as a rogue weapon, even if its not. So you can tell a sword, or a staff, that its a dagger. Hawke will hold and swing it like a dagger (reversed grip), and it looks a bit weird and is quite cheaty. Suddenly that ponderous hammer is light as a dagger and just as fast.
If you tell a staff, its a dagger and then try to do a mage specific ability like cast a spell, you'll get a default attack animation...sometimes cooldowns are also ignored. Spell animations are tied to having a staff behaving like one in your hand.
If you give dual weapon skills to a warrior via the console or an abi_base mod, Hawke will still have to equip two daggers for the animations to play right. You may still be able to use the abilities (with errors/cheat results) while holding long swords.
I've seen the videos of a dagger and shield rogue, backstabbing... with a shield in the off hand. This is because the particular shields don't have the class restriction set at the UTI level. Most 'remove restriction mods' just edit the restriction list because its more efficient.
It might be worth a few minutes seeing how important that item property is to the correct animations playing by editing a few weapon UTI's, but I suspect its just a freak successful result with shields.
#4
Posté 30 avril 2011 - 01:48
right...that makes sense...i think we will have to wait for a full DA2 toolset before we can easily recreate the DAO DW Warrior.
Like you said, we can make daggers look like swords, but that means digging in the game files, which im not too keen on (would rather just drop a file into the override folder), same for making Leather armor look like plate
we will have to see if they release a toolset
Like you said, we can make daggers look like swords, but that means digging in the game files, which im not too keen on (would rather just drop a file into the override folder), same for making Leather armor look like plate
we will have to see if they release a toolset





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