Both the T2 and T3 versions of the Longsword of the Dragon are classified as axes in the game files. I was wondering if changing this would affect the quality of the weapon in any way, or it would simply be a visual in the crafting window.
Correcting A Weapon's Type
#1
Inviato il 16 giugno 2016 - 12:50
#2
Inviato il 16 giugno 2016 - 03:26
Changing how, through Cheat Engine? The animation for axe is very different from sword, so it might be affected by the change.Both the T2 and T3 versions of the Longsword of the Dragon are classified as axes in the game files. I was wondering if changing this would affect the quality of the weapon in any way, or it would simply be a visual in the crafting window.
#3
Inviato il 16 giugno 2016 - 03:59
As far as I've observed, the Longsword of the Dragon moves like a typical sword.
I'm referring to making a mod and editing the ebx. I am planning on doing edits to the materials anyway in order to change the stats of the weapon, so this would be just one other change.
Here is what it looks like currently:
DataContainerPolicyAsset : ---Asset : ------DataContainer : ------Name : DA3//Equipment//Crafting//Recipes//Weapons//Warrior//Axes//recipe_lsword_t2_dragon NameHash : 36CF5922 DisplayName : ---LocalizedStringReference : ------StringId : [0004033C] Longsword of the Dragon Description : ---LocalizedStringReference : ------StringId : [0003FF56] Tier 2 Axe Schematic
When you look at the weapons in the crafting window, it actually does say, "Tier 2 Axe Schematic." As far as I've observed, this is just a thing in the crafting window and has no real affect on the weapon once crafted, but I'm not really sure. This is my favorite weapon model, so I've used it quite a bit, but I haven't observed that a crafted (axe?) Longsword of the Dragon is different from, say, Caliban, which I use as well when I get it near the later stages of the game.
#4
Inviato il 16 giugno 2016 - 04:02
Another case of wrong weapon type, is the Blade of Tidarion schematic. It's placed with the swords, instead with the staves.
#5
Inviato il 16 giugno 2016 - 04:23
As far as I've observed, the Longsword of the Dragon moves like a typical sword.
I'm referring to making a mod and editing the ebx. I am planning on doing edits to the materials anyway in order to change the stats of the weapon, so this would be just one other change.
Here is what it looks like currently:DataContainerPolicyAsset : ---Asset : ------DataContainer : ------Name : DA3//Equipment//Crafting//Recipes//Weapons//Warrior//Axes//recipe_lsword_t2_dragon NameHash : 36CF5922 DisplayName : ---LocalizedStringReference : ------StringId : [0004033C] Longsword of the Dragon Description : ---LocalizedStringReference : ------StringId : [0003FF56] Tier 2 Axe SchematicWhen you look at the weapons in the crafting window, it actually does say, "Tier 2 Axe Schematic." As far as I've observed, this is just a thing in the crafting window and has no real affect on the weapon once crafted, but I'm not really sure. This is my favorite weapon model, so I've used it quite a bit, but I haven't observed that a crafted (axe?) Longsword of the Dragon is different from, say, Caliban, which I use as well when I get it near the later stages of the game.
Ah, if all you are doing is replacing a string, that shouldn't change anything but the string. I thought you were going to change a type ID.
Another case of wrong weapon type, is the Blade of Tidarion schematic. It's placed with the swords, instead with the staves.
I think that was intentional, because the animation is clearly for a sword. I theorize that there is a weapon type ID associated with each weapon that is used to lookup an animation and possibly other things, like deciding whether Pommel Strike or Payback Strike can be used with it. Since they wanted the staff to be used like a sword, and since all the sword code is tied to the sword weapon type ID, they didn't have any choice.
- Gilli piace questo
#6
Inviato il 16 giugno 2016 - 04:48
I think that was intentional, because the animation is clearly for a sword. I theorize that there is a weapon type ID associated with each weapon that is used to lookup an animation and possibly other things, like deciding whether Pommel Strike or Payback Strike can be used with it. Since they wanted the staff to be used like a sword, and since all the sword code is tied to the sword weapon type ID, they didn't have any choice.
That makes sense. Didn't think about it that way. ![]()





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