cRPG

cRPG => Suggestions Corner => Topic started by: Afina on June 05, 2014, 12:18:54 pm

Title: Add new Effect to mod
Post by: Afina on June 05, 2014, 12:18:54 pm
Please add this effect in the mod, it gives you more entertainment and adrenaline players

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Title: Re: Add new Effect to mod
Post by: Gravoth_iii on June 05, 2014, 01:25:14 pm
But how, is there any links to mods that add this?
Title: Re: Add new Effect to mod
Post by: Afina on June 05, 2014, 01:28:13 pm
But how, is there any links to mods that add this?
Long been a fashion as calradia slave rebolution. This mod and my friend came up with it, this effect was present. And so likely to have such modification times I even tried it more than once. And this cool :D
Title: Re: Add new Effect to mod
Post by: JasonPastman on June 05, 2014, 03:08:55 pm
Would be very very cool.
Title: Re: Add new Effect to mod
Post by: Afina on June 06, 2014, 06:20:15 am
Would be very very cool.
ofc
Title: Re: Add new Effect to mod
Post by: Afina on June 06, 2014, 09:44:54 am
But how, is there any links to mods that add this?
I know where to get this mod :)
Title: Re: Add new Effect to mod
Post by: Daunt_Flockula on June 06, 2014, 02:19:12 pm
Link please Afina :D

I can feel the satisfaction of beheading an unsuspecting my old friendcher from behind. This has to happen.
Title: Re: Add new Effect to mod
Post by: Krex on June 06, 2014, 04:27:49 pm
http://forums.taleworlds.com/index.php?topic=192161.0

First!

Tbh,Ive seen this before so I knew where to search^^
Title: Re: Add new Effect to mod
Post by: Algarn on June 06, 2014, 05:02:18 pm
Dismemberment should apply only to low armored people taking high damage before dying/ being 1 hit. Would be ridiculous to see a peasant 's knife dismembering a knight to be honest...
Title: Re: Add new Effect to mod
Post by: Riddaren on June 06, 2014, 10:32:19 pm
Dismemberment should apply only to low armored people taking high damage before dying/ being 1 hit. Would be ridiculous to see a peasant 's knife dismembering a knight to be honest...

Indeed. Would be a bit too much if every single kill by a strike to the head resulted in the head flying away.
If implemented in a realistic way I'm all for it.
Title: Re: Add new Effect to mod
Post by: Umbra on June 06, 2014, 10:36:08 pm
Selected both yes and no because i can.
Title: Re: Add new Effect to mod
Post by: Rico on June 06, 2014, 10:49:43 pm
wohoo gore :mrgreen:
Title: Re: Add new Effect to mod
Post by: Daunt_Flockula on June 07, 2014, 12:29:35 am
I went through the mod's dedicated page and realized a number of problems.

1. It is a mod kit, which means it has to be extensively revised and further developed to be integretated to a mod like crpg. Needless to say it is too much work.

2. It says in the notes that the kit adds dismemberable npcs to bandit and raider groups in native single player. There is probably no good way of implementing it throughout the entire game. If you watch the video, you will realize that there are indeed differently modeled npcs there. They are exclusively coded to be dismemberable.

3. Looks like almost every hit is capable of tearing apart a limb. In the video again, see how a bandit's arm comes off in one slash every single time. Big big problem there. What is going to happen to shielders? Actually, players say that the torn hand continues to levitate and hold the shield. Think about what kind of glitches it would cause with 2handers or polearmers.

Ideally, it would be a good choice to randomly tear apart a limb or behead a player only after a killing blow (the last hit) has been inflicted. Then again, although I am clueless about coding stuff, I can tell that it would take a lot of time and be a huge pain in the ass for the devs, especially when their time is extremely valuable for their upcoming project. But I think devs could think of implementing this in M:BG. It would add lots of flavor. Consider it dear devs.
Title: Re: Add new Effect to mod
Post by: Duty Calls on June 07, 2014, 01:22:47 am
I've played a multiplayer mod (forgot which) that had this, it didn't do it on every hit, just on very high damage ones to lower armored people. Might have been vikings mod.
Title: Re: Add new Effect to mod
Post by: Afina on June 07, 2014, 06:35:44 am
I've played a multiplayer mod (forgot which) that had this, it didn't do it on every hit, just on very high damage ones to lower armored people. Might have been vikings mod.
CSR mod
Title: Re: Add new Effect to mod
Post by: Duty Calls on June 07, 2014, 12:19:24 pm
CSR mod
Multiplayer, not CSR. It was Vikingr mod or Mercs mod.
Title: Re: Add new Effect to mod
Post by: Afina on June 07, 2014, 12:51:15 pm
you hike retarded and do not know that there was such modes
CSR - calradia slave rebolution
Title: Re: Add new Effect to mod
Post by: SIrCampALot on June 07, 2014, 01:26:46 pm
Hmmm i think this effect is unnecessary for the gameplay but it would improve the atmosphere of the mod really. So I like it.
(click to show/hide)
Title: Re: Add new Effect to mod
Post by: Macropus on June 07, 2014, 02:14:14 pm
Looks quite stupid tbh. I doubt heads were cut off like that in battles. Maybe implement some kind of fatality from Mortal Combat as well? :)
Title: Re: Add new Effect to mod
Post by: Angantyr on June 07, 2014, 02:30:52 pm
Multiplayer, not CSR. It was Vikingr mod or Mercs mod.
Decapitation is in Vikingr, but very rare.
Title: Re: Add new Effect to mod
Post by: Daunt_Flockula on June 07, 2014, 06:40:52 pm
Decapitation is in Vikingr, but very rare.

That is the idea indeed. If it were to be implemented (which I don't think is possible due to the reasons above), it could be triggered only in rare overkill situations.
Title: Re: Add new Effect to mod
Post by: Afina on June 07, 2014, 07:51:05 pm
That is the idea indeed. If it were to be implemented (which I don't think is possible due to the reasons above), it could be triggered only in rare overkill situations.
even if in rare murder it gives more fashion highlights, entertainment and beauty
Title: Re: Add new Effect to mod
Post by: Afina on June 17, 2014, 01:10:00 pm
 :shock:
Title: Re: Add new Effect to mod
Post by: Man of Steel on June 17, 2014, 02:27:36 pm
If you add it the Game isn't USK 12, so i bet 50% of the players wouldn't be here then...  :lol:
Title: Re: Add new Effect to mod
Post by: Krex on June 17, 2014, 02:46:58 pm
If you add it the Game isn't USK 12, so i bet 50% of the players wouldn't be here then...  :lol:

Half Balde clan would be out.-.
Title: Re: Add new Effect to mod
Post by: Tomas_Miles_again on June 17, 2014, 03:02:35 pm
Should be used as an incentive to play high strength builds.