CamDawg's Tweak Pack Ideas
#1
Posted 18 January 2004 - 05:13 PM
1) Adjust weapon attack animations. UU has complained before about creatures using spears like swords; i.e. they use as many swing and ovehead attacks as thrusts. I have working code for this at present.
2) Fix the f****** world map. Has anyone else ever noticed how it's 20 hours to de'Arnise Keep and 8 hours back? Why does it take 50+ hours from Trademeet to the Forest of Tethir? So, I now have a working worldmap that fixes a whole mess of issues.
3) A script that increases movement rates while not in combat, so you can cross the map at a faster rate of speed. I have some ideas for this, but haven't coded anything.
4) Implementing stealth/move silently penalties for heavy armor (instead of disabling stealth) using the penalties from the Ranger's Handbook.
Any other ideas?
#2
Posted 18 January 2004 - 09:26 PM
#3
Posted 18 January 2004 - 10:35 PM
#4
Posted 18 January 2004 - 10:51 PM
@icelus
I love the Baldurdash forum; it's a great source of ideas.
#5
Posted 19 January 2004 - 05:09 AM
Anyway, what I'd like to see when it comes to the world map is the option to rest on the way. Instead of walking 20 hours straight (or 50 hours if you happen to take the wrong route) and then collapsing when you get to your destination, it would make a lot more sense to camp when you're halfway there and actually be able to do something when you arrive.
And a small thing that has annoyed me from the beginning but that I've never found the right place to complain about: the goblin archers in Irenicus' dungeon (and elsewhere, I assume) are thieves, have 9 strength and use composite longbows. What's up with that?
#6
Posted 19 January 2004 - 07:55 AM
#7
Posted 19 January 2004 - 08:22 AM
Also maybe travelling with chars that have low con / are fatigued should increase travel time.
Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.
- Edith Södergran
Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3
#8
Posted 19 January 2004 - 08:28 AM
I just get confused and I come all undone.
If I agree, well it's just to appease you,
'Cause I don't remember what we're fighting for."
#9
Posted 19 January 2004 - 08:42 AM
In terms of being able to alter the way characters travel between areas, we start to run into hardcoded limitations. One way you could allow the party to rest along the way would be to force a stop at a random encounter area every time. No monsters, it just deposits you in the random encounter area. However, it also means that travelling now requires two area loads and would irritate folks who don't need to rest.
In terms of making travel times less with a druid/ranger... a good idea, but I think it's unimplementable. There are ways to alter travel times by making the party travel in between areas entirely by scripting. However, it also means that you miss random encounters, which could cause compatibility problems. I know of at least one mod (Elai) that requires a random encounter area to further the story.
#10
Posted 19 January 2004 - 08:52 AM
I just get confused and I come all undone.
If I agree, well it's just to appease you,
'Cause I don't remember what we're fighting for."
#11
Posted 19 January 2004 - 09:12 AM
Grim Squeaker, on Jan. 19 2004,08:57, said:
-Meira
Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.
- Edith Södergran
Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3
#12
Posted 19 January 2004 - 11:34 AM
This seems to be the default animation sets by weapon type (though some are different). Animations are overhand/backhand/thrusting:
Axes: 50/50/0
Blunt weapons (maces, clubs, flails, morningstars): 50/50/0
Daggers: 0/20/80
Halberds: 0/35/65
Hammers: 65/35/0
Spears: 33/33/34
Staves: 10/70/20 is most common though there are lots of variations
1H Swords: Split between 50/50/0 and 10/25/65
2H Swords: 60/40/0
Out of these, probably the only changes I would recommend is moving spears to 10/20/70, standardizing staves to 10/70/20, short swords to 10/25/65 and other 1H swords to 50/50/0. Comments, suggestions?
TGM has already stated he would like to see Long Swords get some thrusting attacks, possibly 45/45/10.
#13
Posted 19 January 2004 - 01:16 PM
Quote
...
Spears: 33/33/34...
I would probably just swap these two. That great big blade on the halbeard is there for a reason, you know...
Quote
2H Swords: 60/40/0
[rant mode on]
Umm... this is where the D&D rules have messed things up beyond recognition, really. A real longsword or bastard sword (both terms refer to the same weapon, really) was usually used with two hands (and never with a shield), a real two-handed sword was only used against pike formations on battlefields (and handled surprisingly much like a spear, or so I've been told) and a real short sword could be anything from a Roman gladius (which was used with a shield and a few hundred other Romans) to an English 16th-century sword which was about 3 feet long and basically looked a lot like the D&D "longsword"
So, unless someone sorts these things out I wouldn't even know where to start
[rant mode off]
EDIT: By the way, a tweak I'd really like to see is changing the alignments to Good, Bad and Ugly
#14
Posted 19 January 2004 - 01:36 PM
Check out Idobek's Tweak Pack; it includes a component that allows you to wield any bastard sword or katana as a one or two-handed weapon. I don't think I've seen any mods that allow it with long swords though.
#15
Posted 19 January 2004 - 01:59 PM
Thanks for the link. I think I saw it on FWS as well, but I didn't bookmark it.
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