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On the animations' hand positions, that has been a constant struggle. Making the handle big enough to accommodate how the hands slide all over the shop, while also trying to keep the weapon true to history has been a piece of work. Not to mention scale is weird. I keep having to increase the size of one handed weapons, while decreasing 2 handed. Even though they are modelled first up matching measurements from museums and such, the game engine does some weird things. And a simple scaling modifier doesn't work. It seems to vary from weapon type to type.
Only thing I could see the mod needing possibly is level requirements for some of the weapons but the mat requirements kind of even it out anyways.
All are craftable. Sometimes when I'm adding an item it'll make it to prod release without a recipe, like currently the Set sorcery focus, but they all get recipes.
45 damage on iron level feels too much on 25+- avg on other weapons.
Because I gave my weapons reasonable values and have never added stat bonuses or any silly things, there's zilch that seems to need updating. As tempting as adding flasks of spiritus nitri is, I haven't got to that yet.
The testlive has 2 extra weapons added, that will roll into the release version. A Hyrkanian sabre and bow. Yes, I know the game has a bow. I'll probably add one more more weapon to the Hyrkanian set and then move to Turanian. The Turanian bow would be very similar. I'll need to think of how to add some variety there. The sabre would be an evolutionary step forward from the Hyrkanian/Turk-Mongol sabre, but not as recent as the Byrthunian/Polish sabre. But both close enough I'd be starting with a copy and modifying.
For any mod that's more complex than adding a bunch of mostly static items, PLEASE be patient with the modders. There's going to be a huge amount of work on some. Many will require lots of work, possibly with complete rethinks about how they should work. Anything changing stats will need this.
and I would like to see a pair of staffs in your fashion.
I'll update the discord link soon. The description field is pushed out from the devkit, so editing directly just gets overwritten
https://discord.gg/e8P693YY is copied straight from discord just then
It seems that there is a problem with your discord link. Its gives ‘Invite Invalid’.
Best,
Inventory icons and feats are working correctly, thanks for update.
I've just added the Nordheimer 1H sword, but without a recipe, so admin spawn only. Recipes and feats are a mild pain going back and forward. And icons ... there is an icon, but it wasn't loading. I changed nothing about it, and the repack has it working.
So, newly added "Nordheimer Steel Sword" admin spawn until I do the feats.
There will be two Nord 1H Axes, a basic and a fancy. A nord shield. There's a warhammer and arming sword, which I think I'll label Aquilonian, as later medieval gear. Then I have some new assets I've been working on as Stygian (Egyptian).
I like the idea of the mod very much, yet I am unsure if it installed correctly.
I see no feats that allows crafting of the weapons. If they are not implemented could you post the
list of names to look for in admin panel?
I found only the cimmerian great sword. When spawned the world 3d model is working but there is no inventory icon for it.
Best regards.