Divinity: Original Sin 2

Divinity: Original Sin 2

Rapiers - Sword / Strength (DE)
11 条留言
Lars  [作者] 2020 年 3 月 5 日 上午 7:10 
I'm not sure what you mean by "they", sorry. Do the different versions of the Rapier mod work with each other? Yes, they do. Does it work with all other mods? No idea! I didn't see any conflicts so far.
Elden Ring 2 when? 2020 年 3 月 4 日 下午 11:38 
will they both work togfether?
Leonardosr 2019 年 7 月 25 日 下午 8:42 
oh this, this is beautiful
Lars  [作者] 2019 年 5 月 5 日 上午 9:35 
You're welcome. Good luck. Took me a few days or so to figure it out myself. It's a bit odd to work with, but I'm sure you'll manage. :)
Driarenem 2019 年 5 月 5 日 上午 9:34 
I will try and make it as you say, i hope it works, and thank you again!
Lars  [作者] 2019 年 5 月 5 日 上午 9:30 
Hrrm. Rather than replacing something on the treasure table, I believe just added something to do, so it doesn't replace things. I added the Rapier to the dagger group, yes. But I didn't delete anything if I recall correctly. That way everything that could've been a generated dagger could possibly end up being generated as a Rapier. Not sure if that'd work on enemy equips like you said, but I know that quest rewards and merchants could have them. Honestly, I'm not very sure what I did to make it work anymore. Whenever I made the first version of this, not the definitive edition one, I'd have been able to help you more well. I'm sorry. :c
Driarenem 2019 年 5 月 4 日 下午 3:06 
The thing is that i don´t know what i did and all the enemies now have a katana instead of a 2 handed sword so i think i reaplced all the 2 handed swords for katanas for the fisrt level but as soon as i hit a higher level vendors and enemioes start to have the normal 2 handed swrods. so how did you do it to have it in a group i think you did your rappiers in the daggers group but i don´t know how did you make it so rapiers are always available with the vendors.
Driarenem 2019 年 5 月 4 日 下午 3:00 
did you do a treasure table thing? and also last question, how did you do to make it for vednors to genearte the weapon with each lvl the main char acquires, for example eveytime i go to a vendor in the normal game he has new stock with weapons more accrod to the main char, how did you make the vendors generate your weapon?
Driarenem 2019 年 5 月 4 日 下午 2:52 
Thank you very much!
Lars  [作者] 2019 年 5 月 2 日 上午 9:31 
Oh dear. It's been a while since I worked with this and the mod feels like I kinda just threw stuff together with the half-knowledge I got via trial and error. I opened the Divinity Engine again to see what I did back when I made this. Let's see... In the Stats Editor, scroll down until you find your own mod. Under ItemProgression you've got ItemProgressionNames for names and descriptions and ItemProgressionVisuals to assign a model to it. Check out the original games' ItemProgression tables to see how it's normally done and apply that to your own weapons. That's how I did it. MinLevel=1 and MaxLevel=0 makes sure it drops throughout the whole game. No clue about the default-class-weapon stuff, sorry.

I hope that helps at least a bit. I'm not sure how else to explain it. Sorry. ^^"
I don't 100% know how exactly I got it to work myself. This is the result of a few days of trial-and-error.
Driarenem 2019 年 5 月 1 日 上午 8:55 
Hi, i am noob in this mod thing, i did a katana model, is already finished, but everytime i open it in the divine engine i can´t assign any materials to it, also i did a class a kind of samurai class all the skills are finished, but i don´t know how to put the weapon as a default for my class. lastly i don´t know how to make traders have the katana in stock and scale it for the traders to update the weapon alongside the other ones. Thanks in advance.