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Because

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    Fallout3
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    Tom
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Polonium Wizard

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  1. Still not sure that WEARGROUP sets weapons as in itemtype all weapons are: weargroup=WEARGROUP_INVALID user="WEARGROUP_DEFAULT" so I couldn't se what in that would specify who could and couldn't use a weapon, that said I'm pretty new to this so might be missing something. If anyone can shed any light on this as always your help is much appreciated
  2. Following on the Enferian post about modding two handed weapons as one handed I have managed to get a energy gun on a Dragon mage by switching the subfamily in itemtype to PRI_THROW_STAR Sadly this applies the animation for throwing stars (as well as putting a burning effect on the weapon) and so is less than ideal. Similar if you mod it to magestaff I’ve gone through quite a few different options to try and see what determines what class is allowed access to what equipment, but am coming to the conclusion that itemtype isn’t the place to do it. I also assume that WEARGROUP_DRAGONMAGE refers only to armour and so creature isn’t going to help either. I also believe that equipset_id is just for starting equipment so no luck there. Does anyone have any other ideas where to look for basic information about a class that might contain weapons allowed (would it be linked to creature ID?)
  3. Brilliant. The Hex editor worked like a charm. Thank you Sacred Guru for that! half way there and have been able to add the skills. Again if any one can help determining what allows a character to use a particular weapon or item. I've had a brief play around and even tried comparing the details of characters with access compared to those without, but there are just too many variables to narrow it down. Anyone has any ideas they'd be much appreciated. Thanks also to Malchador I'd already started the Hex editor way, but appreciate the additional suggestion. I'll look into it too as I'm still pretty new to modding so welcome the advice.
  4. I agree wityh wqewqe234 being able to choose your gender is a cool thing at least on the races where it makes sense ie normal humans, elves etc. Any additional customisation of appearance on top of that is a nice bonus, but not essential. I also agree with tdraven that while it's nice to have some unique to class armour it'd be better if there was generals sets too (so you could get around the sack like dress that the inquisitor wears if you don't like it). Also if you are going to have pistol weapons/one handed staffs (which I think are a great) it would be great to have a way of duel weilding them (although I can see how it might make for a challenging ballancing act).
  5. Hi new user here. I've looked through the mods here but couldn't find an answer to the above. Is there anything that can be done to allow you to change what skills rather than CAs a class has ie could you give Dragon Mage ranged or an Inquisitor the shield skill. On a related note can you change what weapons a class can carry such as in the above examples allowing a Dragon Mage to use energy weapons or an Inquisitor a shield?
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