...But I do not know much about modding. What I have been doing is "piggybacking" on other peoples work that modifies the weapons and armor in the added "item" folder.
My goal is to simply make a mod that stresses narrative logic (narrative coherence and balance) over what traditionally often is referred to as "gameplay balance" by making ordinary items more equal in terms of damage and secondary effects (unless there is a lore reason why blades from lets say blades from Kaedwen is vastly superior then Tamerian ones and so on, if so feel free to enlighten me) while increasing the stats of imported items to reflect their lore appropriate status in the story/gameworld (yes, this makes then "overpowered", and makes getting new equipment more of an optional part of the game rather then necessary, but there is no good lore-reason why for example Ravens armor, Aerondight, or the Mahakaman rune sihil etc should not suffice or hold their own against other high end items in the game).
So over to my problem:
Basically, I do not really understand what all the numbers and letter mean in the XML-files.
For example:
#Q1
<ability name="Silvered Sword _Stats">
What does the "#Q1, #Q6" etc stand for?
And does anyone know how I can get hold on the XML for the "additional weapons"? Axes and other stuff needs to be integrated in the new mod.
I would be grateful for an answer by someone is knowledgeable in these things.
/Your local but friendly random drowner
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