Wildermyth

Wildermyth

Expanded Items: Weapons
Smoker  [developer] 23 Jun, 2021 @ 2:14pm
QUESTIONS
Do you have any question about how the mod works?
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Showing 1-7 of 7 comments
BloodXIII 13 Jul, 2021 @ 2:11pm 
Do any of the off-hand/dual-wield weapons transfer over via legacy?
Last edited by BloodXIII; 13 Jul, 2021 @ 2:11pm
Smoker  [developer] 14 Jul, 2021 @ 12:15am 
Not right now, only main weapons persist, i have asked many times to the devs if they can help but no luck.
Sulf 5 Oct, 2021 @ 8:05pm 
Hello. So i had a quick question, not sure if this belongs in feedback, but i'm just gonna put my question here (It could technically belong in feedback i think, because i don't really like this feature in the mod, so it is kind of feedback? idk.)

TLDR AT BOTTOM.




So basically whenever i enable your mod, i notice that the Action to Swap weapons which in base game is a free action, becomes a single action. i'm not sure if this is your mod doing this since i have a bunch of mods on, but it seems to happen whenever i enable it. Personally i do not like this because i like to plan out my situation, and i sometimes swap weapons to see (Oh will this be able to one shot this guy, or should i just shoot him with my bow) kind of situations.

I was wondering if you could tell me, if this is from your mod, How to disable this for myself, as i do not have any experience in modding and this would be a great help for me so that the game can feel more natural to me in terms of strategy and i can enjoy your mod without having to choose between having duel wielding and having no strategic freedom per say, not sure if that correct how i said that, but yeah.

Please and thank you for reading, Hope you have a great day and or Night, and i Look forward to a reply from you.

Please and thank you again!



TLDR: Swap Weapon in combat has now changed from a free action to a Single Action whenever i enable your mod, and i personally do not like this, if you could please tell me how to change this for myself that would be greatly Appreciated, please and thank you again!
Last edited by Sulf; 5 Oct, 2021 @ 8:08pm
Wyrdling 15 May, 2022 @ 9:44am 
Just starting to mod the game after a few play throughs. I don't believe I have any other Weapon mods installed aside from your offhands and artifacts. Everything else is cosmetic or event based. I noticed when doing a demo run that Staves are classified at the bottom in their own section and show in the elemental unlock list as Flails? I'm sure there's a limitation causing issue here, but my main concern is if I unlock new elemental variants of staves or a custom weapon, what gets the slot filled on the achievements screen? For example, right now I have fire and earth unlocks for staves prior to the mod however currently the staves only show the single basic staff in the crafting list and the flails have the elemental unlocks the staves would have. Hope that makes sense.
Smoker  [developer] 17 May, 2022 @ 10:28am 
Yes Wyrdling, I can not create new categories so I got to be a little creative using the categories already there. Not everything is modeable. So you are right and every weapon category it's independent regarding spirits. Some categories may have more than one kind of weapon associated to them.
Pinknando 31 May, 2022 @ 2:10pm 
How did you put the new weapons in their own categories? Very new to modding and pulling my damn hair out over this.
Smoker  [developer] 1 Jun, 2022 @ 11:20pm 
Each weapon has a category and can have a subcategory. You can not create new categories or subcategories, however, you can change the names displayed for these categories and subcategories and mix them as you like (subcategories can be aplied to any category).

{
"id": "spear2hand_t1_basic",
"generateName": false,
"weight": 1.0,
"tier": 1,
"category": "spear",
"subCategory": "rapier",
"tracks": [ "plain" ],
"slots": [ "MAIN_HAND", "OFF_HAND" ],
"aspects": [ "weapon", "melee", "weaponDamage:6", "weaponWield:2", "weaponMaxRange:2.1" ],

You can apply subcategories to off-hands and armors, spirits will be open automatically when any weapon with a shared subcategory (or category if doesn't have a subcategory) is upgraded with a spirit.

Short answer is mixing the subcategories with categories.
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