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Re: Fable Weapon Revamping [message #16348 is a reply to message #16087] Thu, 01 February 2007 09:09 Go to previous messageGo to previous message
Gllen Nadix is currently offline  Gllen Nadix
Messages: 46
Registered: January 2007
Location: The Abyss Of My Mind
Right now I'm working on making a realistic looking Katana. I want to base it on LastSlash's work. But nobody will convert it to .x for me, and I can't open .max files. Oh well.

I might also make the greatsword more like a real two-handed sword, and give it an actual point, It will be similar to the bastard sword in the GWP, only not quite as high-quality since ailia is obviously a much better modeler and photoshopitizer than I am. Most of my mods for other games were primarily scripting, not modeling. But I'm learning.

Additionally, I'm going to try and make it so that you need a certain level of physique to use certain weapons based on their weight and damage lvl. And the same with bows and your Accuracy.

And the list goes on... I'm going to rework the Augmentations to make them more useful for their situation, but make the weapon less effective for other purposes. Flame/Lightning increases damage against Flame/Lightning-vulnerables but decreases damage angainst anyone else. Mana/Health/Experience would decrease damage against all enemies but also work better for gaining Mana/Health/Experience. This would coincide with the addition of many more types of augments and the removal of some others.

Along the same lines, weapons would be more flexible in what they could do (That is, weapons would have more augmentation slots.)

Another idea I had is a mod where every weapon is a legendary weapon. You would start of with the stick, and not ever get an Iron Longsword like you usually do. However, there would be many more legenedaries, and they would each have interesting histories and abilities.

Please comment on these ideas, I'd like to know which ones people would like to see, and if any are beyond the reach what the modding community can do--such as the physique/accuracy requirements--I'd like to be informed of such.

And to answer your questions, Kain, I'll be doing this separate, but will merge them when they are both done (you'll be able to get them both separate, but will also be able to get them as one, eventually). And I'll post a beta as soon as I finish my first few things (Weapons and Augments). I'll post screenshots as soon as I get anything actually done (probably the new and altered augments). BTW, the Smithing mod is on hold until the devs figure out how to edit and start scripts on command, as that is the only way to get it working as I intended, and the only realisitic alternative would be easy to use as a cheat for the game by means of smithing infinite weapons and selling them (Fable won't take away the items needed if its not in a cutscene).


Most people fear death, but not I.
No, what I fear most is living forever.

[Updated on: Thu, 01 February 2007 09:15]

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