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Dual wielding-what it'll revolutionize and what it'll nerf.
#6
(06-05-2013, 06:08 AM)Terath link Wrote: Alternatively, it's not that hard to code in the big spectrum of things, either. Why not add it? Many reasons.

Who said that?

I keel them now.

It would probably require WSE and replacing a current weapon class (e.g. 1H, 2H or polearms.)
Though mounted animations aren't needed anymore, so they could be replaced. (though there isn't enough of them)

Swing directions:
^
v
>
<
then the blocking directions as well. 8 in total, probably more, as I'm sure I've forgotten something.
(There is lance stab, hafted blade swings x2, 2h stab (though that may be a 1h pole stab), 1h side swings x 2, maybe another) ~5 mounted

But, it wouldn't be easy coding in any way or form, if it's even possible.

And it would require new animations (which are incredibly hard to make/ time consuming). (Feel free to have a go, I think Papa Lazarou made a guide)

Then it's whether Hyper/Barristan thinks it fits the mod.
Not looking promising Tongue
Nothing is impossible, it's just a matter of determination and probability.

2nd Knight forever!

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Messages In This Thread
Re: Dual wielding-what it'll revolutionize and what it'll nerf. - by Senni - 06-05-2013, 01:35 PM



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