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Author Topic: Add new Effect to mod  (Read 1534 times)

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Offline Afina

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Add new Effect to mod
« on: June 05, 2014, 12:18:54 pm »
+24
Please add this effect in the mod, it gives you more entertainment and adrenaline players

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Offline Gravoth_iii

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Re: Add new Effect to mod
« Reply #1 on: June 05, 2014, 01:25:14 pm »
0
But how, is there any links to mods that add this?
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Offline Afina

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Re: Add new Effect to mod
« Reply #2 on: June 05, 2014, 01:28:13 pm »
0
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
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Offline JasonPastman

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Re: Add new Effect to mod
« Reply #3 on: June 05, 2014, 03:08:55 pm »
0
Would be very very cool.
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Offline Afina

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Re: Add new Effect to mod
« Reply #4 on: June 06, 2014, 06:20:15 am »
0
Madness…? This is Sparta!

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Offline Afina

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Re: Add new Effect to mod
« Reply #5 on: June 06, 2014, 09:44:54 am »
0
But how, is there any links to mods that add this?
I know where to get this mod :)
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Offline Daunt_Flockula

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Re: Add new Effect to mod
« Reply #6 on: June 06, 2014, 02:19:12 pm »
+2
Link please Afina :D

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Offline Krex

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Re: Add new Effect to mod
« Reply #7 on: June 06, 2014, 04:27:49 pm »
0
http://forums.taleworlds.com/index.php?topic=192161.0

First!

Tbh,Ive seen this before so I knew where to search^^
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Re: Add new Effect to mod
« Reply #8 on: June 06, 2014, 05:02:18 pm »
+4
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...

Offline Riddaren

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Re: Add new Effect to mod
« Reply #9 on: June 06, 2014, 10:32:19 pm »
0
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.

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Re: Add new Effect to mod
« Reply #10 on: June 06, 2014, 10:36:08 pm »
+2
Selected both yes and no because i can.
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Offline Rico

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Re: Add new Effect to mod
« Reply #11 on: June 06, 2014, 10:49:43 pm »
0
wohoo gore :mrgreen:
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Re: Add new Effect to mod
« Reply #12 on: June 07, 2014, 12:29:35 am »
+2
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.

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Re: Add new Effect to mod
« Reply #13 on: June 07, 2014, 01:22:47 am »
0
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.
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Re: Add new Effect to mod
« Reply #14 on: June 07, 2014, 06:35:44 am »
0
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.
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