on 14 Jul, 2016 07:16 in Modding Discussions
on 14 Jul, 2016 06:55 in Modding Discussions
So the question is, does anyone know of a setting that would control the point which the camera is anchored at? If I could just find a way to raise this up by a couple feet or so, it would be perfect.I saw some mention of a camera mod over at Runic, that let you zoom around and choose all sorts of crazy angles (including from deep underground), so I'm hoping there is something we could tweak to make this happen.
on 12 Jul, 2016 12:19 in Modding Discussions
Thanks for the input guys!
on 12 Jul, 2016 09:36 in Modding Discussions
on 12 Jul, 2016 06:48 in Modding Discussions
on 12 Jul, 2016 06:32 in Modding Discussions
It sounds like my xmog ideas aren't going to be feasible - you've saved me a lot of time finding that out the hard way. Ok, what about this approach: let's say I identify the "coolest" (based on my own arbitrary preferences) items, and add fixed transmute recipes for them, including a base item which you buy from a vendor, e.g. "chainsword skin" (that right there is like 90% of my motivation for doing this
) that combines with any unique 2h sword, and returns a chainsword whose ilvl equals that of the unique item it was combined with? I know ilvl carries over in some fashion, e.g. combine 4 uniques into a new one whose ilvl is the avg of the original 4, that sort of thing.Certainly a clunkier / less dynamic approach but at least it would give some sort of in-game, non-hack solution?Let me know if you think that might be feasible?QuoteThen about the Dread pirate class passive, I'm not really sure if you can tied the chance to proc a skill to the chance to execute, also there seems there is not a "Cast skill on execute" effect to make skills trigger on execute (if someone has input on this it would be great). But I think your first step should be to contact the modder to see if he still want to update his mod, if he doesn't want to work on it anymore, not really a lot of sense in fixing his work.Well, assuming I can find a way to accomplish this, it would be nice to have for my own personal use even if the author doesn't want to include the change. But it sounds like it's going to take a lot of research - can you recommend a good tutorial or resource that would highlight the basics of modifying skills in an (existing) class mod?
on 11 Jul, 2016 08:25 in Modding Discussions
Dread Pirate - passive change. I love this mod however as I understand it, if you want to play the iconic pistol / sword build, you won't be able to execute due to the "two similar weapons" requirement (this seems to be the case in my testing, also - e.g. you can mix most 1h wpns, but pistols, wands and I think (?) claws will only execute with one of their own kind). The corsair passive is intended to address this however from what I can see it just adds some basic dmg bonuses which don't (iirc) actually require you to have a pistol equipped, and even if they do I'd prefer something that goes off the character's execute stat.To get around this I was thinking of replacing the Corsair passive with something like Doubleshot - Using one pistol saves ammo and allows the pirate to sometimes load an extra round. 100% of weapon (physical) dmg "on hit" proc with percentage chance equal to your net total execute % (factoring in stats, direct +execute% gear and so forth); dmg does not increase with pts spent however secondary effects (per skill pt) would be: +1 knb, -1% enemy movement rate, and +1% chance of stun. Animation: not critical to have this but would be nice if it could have a simple small explosion effect (no actual aoe radius, just for looks).Requirements: pistol in right hand, and a wand or melee weapon in the left hand.The exact scaling benefits aren't super important so long as it gives you way of simulating an execute when dual wielding a pistol and something else. Once I can get a working version of this locally my plan was to reach out to the mod's author and see if he would be interested in including the change in the "live" version. Quests / Vendors. I'd like to have the camera zoom in to first person view when speaking to a quest giver or vendor, and then zoom back out to the previous camera angle when the dialogue ends, which I think would make things more immersive.If anyone has any thoughts on any of the above I'd be very appreciative - although I am new to TL2 modding, I've been programming for a couple decades now IRL, so I'm a pretty quick study!