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Topic: Instant Wielder mod Read 1788 times  

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The Instant Wielder mod makes it so that the player can pick up and use any weapon regardless of his/her current weapon skills. The damage and accuracy for wielding them without any weapons skill is lowered though.

Keep in mind this is an experimental mod and it's unbalanced in its current form, for instance it makes Cryokinesis pointless for OSA characters. I plan  to do more with this mod like having a single point in weapons skill affecting the damage and accuracy of weapons more drastically, reducing the effectiveness of weapons without any weapon skills invested, locking modifications behind higher weapon skill levels, and changing the alternate fire of most weapons to make them more viable to use.

This mod can be redistributed and modified freely.

Since I'm not a registered member, I'm putting up the mod on Google Drive: https://drive.google.com/file/d/0B3ktsS6vDLwVUkNpaW0zbl9hQjg/view?usp=sharing . Maybe someone here can attach it to this post.

Do report on any further imbalance this causes in the game.
« Last Edit: 04. September 2015, 13:06:32 by Kolya »

67433aa16ddb7voodoo47

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you always can register and do it yourself you know. also, unless you need to create new archetypes, you would be much better off making this a DML mod, so it would be more compatible with other mods.

https://www.systemshock.org/index.php?topic=7910.0
https://www.systemshock.org/index.php?topic=7005.0
https://www.systemshock.org/index.php?topic=7776.0 (check this mod to see how to dml edit strings)


and moving to Engineering.
« Last Edit: 04. September 2015, 07:48:26 by voodoo47 »
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Congrats on what I assume is your first mod project. It is common complaint about having stat requirements for weaponry in SS2, although I don't have much a problem with it at all aside from a sim design standpoint. Good to see you intend to gimp weapon accuracy when unskilled too, which will help balance-wise.
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Heh, I do have problems with the overall weapon balance in System Shock 2 but not with weapons needing skill requirements myself. However, I noticed that quite a few people seem to mock System Shock 2's weapon skill requirements, and I thought it would be a good idea to try making an alternative system myself. Obviously the result is very rough, as ThiefsieFool pointed out that I need to edit the weapon damage and accuracy to actually gimp them when not using weapon skills, else they will fire normally at 0 weapon skill and gain damage and accuracy with every point put, effectively doubling the damage for some weapons like the Assault Rifle and Fusion Cannon.

I will try to look into making it a DML mod, but from the mod you asked me to check, doing so would be very tedious. Still, I can try, and hopefully some interested people might help me too.
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Ok, I don't know how to edit the weapon's shot damage using dmls. I can edit the stim multiplier, but I'm pretty sure that's a multiplier for damage, not the actual damage value itself.

67433aa16e2e3voodoo47

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you can't edit stims with dmls, so this is exactly the scenario where you will have to go with hard edits.

67433aa16e568ThiefsieFool

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Editing that multiplier might be enough for this case though? I'm just not sure if it would mess up the damage equations down the line but it could be used to initially make the stim have an intensity that you want.
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I made a DML version of this mod so that it's compatible with other mods.
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I added your previous guest posts (as Djant) to your new account, so you can edit them if necessary.
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