Hi guys, just released my first little mod and need people to test it.
http://www.dragonage...file.php?id=306
I created a small encounter on the map with a complete Rogue set.
I'm no artist so i've just re-used old models with changed stats and this is my first playthrough as a rogue so it may not be as powerful as some people like but i didnt want to overdo it.
Its stronger than wade's superior armor, and 2 knives not quite as strong as the edge but with better crit bonus's.
could use all the feeback you got because i plan to release lots of little scenarios for the main campaign since i dont have time to make full mods myself.
cheers.
Assassin's Set (High level rogue armor and weapons)
Débuté par
bigrickman
, déc. 11 2009 02:57
#1
Posté 11 décembre 2009 - 02:57
#2
Posté 11 décembre 2009 - 03:20
Thank you. Mods rock the world.
#3
Posté 11 décembre 2009 - 03:21
a screenshot would be nice tough
#4
Posté 11 décembre 2009 - 03:46
Yes, screenshot plz.
#5
Posté 11 décembre 2009 - 03:48
How about giving a little more information about the set.
#6
Posté 11 décembre 2009 - 04:34
How about giving a little more information about the set.
#7
Posté 12 décembre 2009 - 05:04
#8
Posté 12 décembre 2009 - 05:53
I just ran it, and enjoyed it. It's a good start. Better than a good start, actually. Some detail could be added, and if you can ever figure out how to tie it in with maybe meeting someone in Denerim, or something similar, who tells you where it is, revealing the location, it could be great. Maybe even a short series of "Against the Assasins" type quests.
I thought the area worked well, though i didn't figure out what the "pole" was for. Without trying to give anything away, I have to say it did give me a good, out loud, "Ah Sh**!" moment.
I don't think the armour or the knives are overpowered either. Strong, yes, but not unreasonable. All in all, it fits in fine with the whole campaign.
Good job. First Area/Fighting mod I've played. I will be looking forward to more from you. Keep it up!
I thought the area worked well, though i didn't figure out what the "pole" was for. Without trying to give anything away, I have to say it did give me a good, out loud, "Ah Sh**!" moment.
I don't think the armour or the knives are overpowered either. Strong, yes, but not unreasonable. All in all, it fits in fine with the whole campaign.
Good job. First Area/Fighting mod I've played. I will be looking forward to more from you. Keep it up!
Modifié par DJoker35, 12 décembre 2009 - 05:59 .
#9
Posté 12 décembre 2009 - 06:59
You should have recolored it to be black , and well... a massive armor helmet seems a bit weird
Perhaps "Assassins headband" and make it have no actual graphic but still let you have stats on your head slot
Perhaps "Assassins headband" and make it have no actual graphic but still let you have stats on your head slot
#10
Posté 12 décembre 2009 - 07:09
Hmm, I'm going to have to say that I don't agree with the Massive Helmet either. other than that, the set looks good. Too bad I already finished the campaign with my assassin in it.
#11
Posté 12 décembre 2009 - 08:02
sorry the helmet isnt the massive helmet, my character in game doesnt have the strength to equip it yet so its only the stats show. I did test it on Liliana in my first game so i know it works though.
ironicly i did plan for an invisible helmet but if you dont assign a graphic it actually deletes the back half of the characters head. unless thats toolset only? i didnt try it in game because of that effect.
this really was just a test run mod at the moment, there arent any triggers, convo or scripts involved. I'd prefer to release my content in the form of short encounters rather than just placing them in obscure shops. This way anyone can access the new content easily just by visiting the map. I plan to make them more story driven in the future but wanted to see if there was an interest first.
Thanks for the feedback!
ironicly i did plan for an invisible helmet but if you dont assign a graphic it actually deletes the back half of the characters head. unless thats toolset only? i didnt try it in game because of that effect.
this really was just a test run mod at the moment, there arent any triggers, convo or scripts involved. I'd prefer to release my content in the form of short encounters rather than just placing them in obscure shops. This way anyone can access the new content easily just by visiting the map. I plan to make them more story driven in the future but wanted to see if there was an interest first.
Thanks for the feedback!





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