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Old September 29th, 2004, 02:09 AM

Cohen Cohen is offline
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Default Re: Conceptual Balance Series (Mod)

As modding commands there should be a lot to be implemented.

Especially for items, and spells.
Adding new magical forgeable items, or spells under certain categories, chosing an already existing animation, or allowing to summon new creatures is a good thing.
Giving all skill range to be modded (I mean giving someone Banefire Shield, or Flaming Weapon, or Astral Shield by default could be nice)
Adding global spellcasting bonus (Like enchantment bonus and such).
Well I could continue with the list but I'd prefer to stop here, not wanting to say a too much stuff that probably I won't never see realized.
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Old September 29th, 2004, 02:35 AM
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Default Re: Conceptual Balance Series (Mod)

Zen, you were mentioning (I guess in a related thread about the item mod that I didn't see tonight), changing the requirements to forge magic items? Is that possible? Is there a new modding manual? I don't think my modding manual has been updated by a patch since 2.12, and I don't see a way to change those things in there.

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Old September 29th, 2004, 02:41 AM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

Yes there are ways to change Magic Items Pathcost and Forgecost, as well as their Construction level. But the Modding Manual has not been released and I haven't asked for the "Okay" to kind of maul the thing out to everyone. I do know that Psi has been working dilligently on a new Modding Manual so I definitely don't want to release any of the commands without the O.K.

This is a factor to why I have the Item Mod on the backburner.
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