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Rapporter et oversættelsesproblem
The mode tones down the comedic effect of sneaking by removing the stone/bush/barrel cver on top of the character. It works great except for the lizard animations. If it could be improved and posted here. Feel the mod would get far greater coverage.
Link to it.
https://www.nexusmods.com/divinityoriginalsin2/mods/8
The script fixes alot of issues that can pop out while using mods and one of the issues I personally had was getting additional characters at the start of the game.
Still though, thank you for everything you do. We all appreciate you!
This is because the skeleton conversion process we have to do to be able to play around with it changes it in such a way that when you convert it back to DOS2's format, the animation's skeleton no longer has the same values as the original did, so it doesn't match up with the pre-existing character.
We can add new animations for new characters, but yeah nothing for existing ones yet unfortunately. Even if the conversion was worked out with complex math to preserve the bone data, we would still need animation rigs and a lot of time/effort to make new animations (and possibly have to do it 8 times, for every race/gender), so it'd still be a big time investment.
I'm sure it'd be an undertaking, but I think it's definitely something worth improving for the experience.
Anyways, can't wait for the full release of your Weapon Expansion, we're all excited!
@ Satanism.Is.My.Favorite.Ism Working on getting an open beta ready soon. Currently reworking a bunch of things with script extender features (pistols for one).
A potential issue with that is unsetting another override set from a different mod (that's using Animations Plus), like my Weapon Expansion mod I've been working on, which uses override animation sets to make you play different animations for special weapons (katanas, fireball magic currently).
That would ultimately be a minor issue, so I'll see what I can do!
For instance, the animation noprepare tends to be used by modders to have an instant-cast skill, yet it tends to have issues with skill types such as shout (often the skill won't actually cast). Anim+ adds a "cast' textkey to this animation, so it can be used by any skill type and the game will recognize that skill as being cast.
Additionally, the other big thing is the unarmed weapon set getting skill animations (you'll need a mod that adds an unarmed weapon), and dual wands getting dual wield skill animations (again you'll need a mod that adds new weapon skills that dual wands can use).
As an example, I spent a lot of time perfecting a grimoire model in Blender, got it animating right, and when I exported it and got it into DOS2, it turned out like this: Left: Blender, Right: DOS2 [i.imgur.com]. My response to this kind of stuff is to first figure out if I did something wrong, then figure out if it's a problem from the export process, then contact the developer of the exporter and try to figure out the problem together.
It's unfortunate Larian went with the Granny2 format for their model/animation assets, as it's been a never-ending series of issues.
Currently the plan is to release Weapon Expansion once I'm sure the foundation is stable and I have all the core features ready, then I'll add more weapon mastery skills/bonuses and re-balance things when needed down the road.
Mimicry is closer to release - I just need to test it a bit more in-game to make sure I haven't missed anything obvious.
Here's some more Weapon Expansion teasers:
Dual Shields [gfycat.com]
Dual Shields - Shield Toss [gfycat.com]
Rapiers [gfycat.com]
Normally when you do a basic attack with a bow, visually you see nothing (no arrow in hand) until it's already flying through the air. Well, with Greatbows, you now see the arrow as you go through the attack animation.
Suffice it to say, this was a huge pain to implement (I had to carefully rotate the arrow effect for every race/gender), but I'm happy with the results.
Greatbow Skill: Cushion Force [gfycat.com]. When shooting a target with Cushion Force, the closer you are, the farther they fly. Enemies and items the target passes by or through take damage, and the target takes damage upon landing (if they're an enemy). Additionally, this skill can be used to safely knock your allies around, either as a gap closer, or to fling allies out of harm's way.