Author Topic: Weapon Restrictions w/mods  (Read 9868 times)

Guest_Ben

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Weapon Restrictions w/mods
« on: March 09, 2006, 07:11:30 AM »
Great idea for the revised weapon restrictions, the Cleric=no pointy never made sense to me either.  I was curious about the implementation of this mod with other mods, and since I haven't seen it listed on a faq yet I figured I'd ask here.

1. Do custom kits (i.e. the Rhythym warrior) from other mods retain their weapon restrictions?
2. Will mod items (such as Weimers improved item mod) still be subject to restriction?

Offline Ghreyfain

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Re: Weapon Restrictions w/mods
« Reply #1 on: March 10, 2006, 01:14:03 AM »
Great idea for the revised weapon restrictions, the Cleric=no pointy never made sense to me either. I was curious about the implementation of this mod with other mods, and since I haven't seen it listed on a faq yet I figured I'd ask here.

1. Do custom kits (i.e. the Rhythym warrior) from other mods retain their weapon restrictions?

I'm not entirely sure. It depends what restrictions they use. If the Rhythm Warrior is a cleric that uses the Assassin kit restrictions, then it would be able to use long swords. What are its restrictions, anyways?

Quote
2. Will mod items (such as Weimers improved item mod) still be subject to restriction?

There's a component specifically designed to change mod items. Install it after all other mods.
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Guest_Ben

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Re: Weapon Restrictions w/mods
« Reply #2 on: March 10, 2006, 11:37:15 AM »
1.It's a fighter subkit, his weapon restrictions are as follows:

Quote from: The Darkest Day
Only uses the following weapons with any skill:

    * daggers, darts, spears, quarterstaffs, slings, knives, and short swords

Ah, cool on the second thing, thanks.



Offline Ghreyfain

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Re: Weapon Restrictions w/mods
« Reply #3 on: March 10, 2006, 12:52:53 PM »
Ah. I think that by saying "with any skill", they mean that it can only put proficiency points into those weapons. Even without AoE it'd be able to use all weapons, and AoE won't change that.
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Guest_Ben

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Re: Weapon Restrictions w/mods
« Reply #4 on: March 10, 2006, 01:09:41 PM »
That answers things, thanks.

Offline bryad

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Re: Weapon Restrictions w/mods
« Reply #5 on: July 16, 2006, 03:28:41 PM »
There's a component specifically designed to change mod items. Install it after all other mods.

It did not appear to be working properly... If im not mistaken, it should allow Item Upgraded items, like the Daystar for example, to be used by characters with their new proficiencies. Anomen was not able to wield the Daystar.

Offline Grim Squeaker

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Re: Weapon Restrictions w/mods
« Reply #6 on: July 16, 2006, 05:08:28 PM »
There's a component specifically designed to change mod items. Install it after all other mods.

It did not appear to be working properly... If im not mistaken, it should allow Item Upgraded items, like the Daystar for example, to be used by characters with their new proficiencies. Anomen was not able to wield the Daystar.

You did install AoE after Item Upgrade, right?
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Offline berelinde

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Re: Weapon Restrictions w/mods
« Reply #7 on: July 16, 2006, 05:24:49 PM »
I've got Anomen wielding the Daystar in my game without trouble. But I installed AoE fairly late in my mod installation order.

Offline Grim Squeaker

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Re: Weapon Restrictions w/mods
« Reply #8 on: July 17, 2006, 01:48:16 PM »
I've got Anomen wielding the Daystar in my game without trouble. But I installed AoE fairly late in my mod installation order.

Well (assuming you mean Item Upgraded Daystar if there is such a thing) that'll be because you installed AoE after Item Upgrade.  The point is that AoE can only patch things that are in your override i.e. it can't pre-empt mod items, because they aren't there to patch yet.
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