Author Topic: No Faction Requierment (WEAPONS) (MOD)  (Read 34159 times)

Kralle

  • Founder
  • Nameless
  • *
  • Posts: 35
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #30 on: Nov 29, 2009; 06:27 am »
Woaaa, twist some more ?
Shifty shifty   :roll:

Not that it matters anyways *shrug*

Back to my question, does any summoner or evoker use those mindcontroll devices ?

I was thinking giving those a try on my MM, but before I install that mod for the sole purpose of using them...
...I would like to draw from the expiriences of those in the "know".

Scyris

  • Nameless
  • *
  • Posts: 12
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #31 on: Nov 30, 2009; 10:35 am »
After installing this mod I found the game more intersting. I can now be a summoner with a Arclight Exothemic rifle so I can actually deal decent damage on my own, compared to the crappy weapons summoners normally get. Great mod tons of fun seeing what kinda of screwy builds you can make based on it. I did notice a few bugs

1: Weapon upgrades no longer need nanoshards.. While this is a bug persay I'd say its a good one and I hope it stays, I thought the whole nanoshard BS was just an annoyence when they intorduced it.

2: Shops now sell weapons for all class insted of being locked just to your faction. Again not too bad, but it does lower the chance of finding a sweet weap for your class.

Bug Number 3 and this one I find personally fairly annoying: Weapons from kills tend to be from all factions now insted of like 90% from yours and a small chance of say a melee or focus item. Getting annoying killing bosses and elite mobs and never getting anything for my class. But I suppose you cannot really fix this with a simple command or 2.

Malachor

  • Developer
  • Great Eye / First
  • ****
  • Posts: 2058
  • Karma: 25
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #32 on: Nov 30, 2009; 11:23 am »
Quote from: "Scyris"
2: Shops now sell weapons for all classes, instead of being locked just to your faction. Again not too bad, but it does lower the chance of finding a sweet weapon for your class.

Bug Number 3 and this one I personally find fairly annoying: Weapons from kills tend to be from all factions now instead of like 90% from yours and a small chance of say a melee or focus item. Getting annoying killing bosses and elite mobs and never getting anything for my class. But I suppose you cannot really fix this with a simple command or 2.
I had wondered if these would happen.
I would say that merchants and drops are based on what you can use, so by using this mod, and  being able to use most weapons, you now get those weapons.
So they're not bugs, but features.

Iuris

  • Nameless
  • *
  • Posts: 18
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #33 on: Dec 03, 2009; 12:46 am »
How exactly would installing and uninstalling work with this mod? I take it it only modifies weapon tables? Then, you install and as long as you remove weapons from your hands, you could uninstall freely, right?

Seferoth

  • Founder
  • Dark Will
  • ***
  • Posts: 766
  • Karma: 19
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #34 on: Dec 03, 2009; 03:16 am »
Yes you can safely uninstall this mod even if you have like sword equiped on Evoker. It does not crash or anything. Offcourse its much more safe to unequip item before uninstalling.
You can't have a nightmare if you never dream.

tech

  • Nameless
  • *
  • Posts: 12
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #35 on: Dec 14, 2009; 02:08 pm »
I just wanted to say how much I am enjoying this mod.  It really opens up a lot of new playability for me, especially since shared stash is not possible right now.  Not only does it allow new builds to try out it also takes away a lot of the frustration I would get of finding a really kick butt weapon that wasn't for my class and that I couldn't pass along to any other char to use.  

This mod in my opinion is only 2nd best to the main SP Revival mod!!!

Nostalgion

  • Founder
  • Named
  • **
  • Posts: 196
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #36 on: Dec 14, 2009; 02:32 pm »
So... I can use 2 7-slot onehand vorpals as a critbuild? That´s going to be funny ^^

How about the augmentations? Can I augment MM skills on vorpals, too?
I am German. I need English for my job. PLEASE correct me in case you think I made a mistake or should say things in another way - if you are sure. I am always willing to learn. Thank you!

Sradac

  • Nameless
  • *
  • Posts: 66
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #37 on: Dec 15, 2009; 02:32 am »
While i had a bit of fun with this mod at first, one thing I noticed is for some reason weapons with +skill mods on them seem to be extremely rare in this mod, without augmenting.  Being a summoner with a sword and shield was pretty fun but when I decided I wanted something in my offhand with +skill on it I could not find one.  Granted, being able to use other factions weapons might make some not even worry about getting something with their skills on it, just thought i'd point it out.  And yeah, merchants mostly sell crap weapons since theres a much larger pool to stock from.  Maybe a way to increase merchant inventory?

tech

  • Nameless
  • *
  • Posts: 12
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #38 on: Dec 15, 2009; 12:59 pm »
I can understand your point about skill mods Sradac but I tended to always get junky skill mods when I aug'ed nice weapons so I like that they aren't there and the augs are mostly related to boosting the weapon's power.

piinyouri

  • Founder
  • Named
  • **
  • Posts: 249
  • Karma: 0
  • BWOOOOOOOOM!
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #39 on: Dec 15, 2009; 01:45 pm »
Is it possible for this mod to be altered to apply to armor as well?
Mix and matching some of the armors would be pretty kewl and it'd break up the monotony of always knowing what my char is gonna look like at certain parts of the game.
THE CUTTING EDGE OF SCIENCE IS THE SCIENCES OF DEATH

Sradac

  • Nameless
  • *
  • Posts: 66
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #40 on: Dec 18, 2009; 06:41 am »
one other thing to point out, since any class can use any weapon, is it possible to make the "kill sydonai with a cricket bat" achievement available to everyone instead of just templars?

Malachor

  • Developer
  • Great Eye / First
  • ****
  • Posts: 2058
  • Karma: 25
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #41 on: Dec 18, 2009; 08:11 am »
I imagine that's possible.
I also imagine that it's possible to unfaction Bug Master(Kill 1000 Monsters w/ Assassin Bug Hive), Batman(Kill 1,000 enemies with a cricket bat), and Sniper(Kill 1,000 enemies with a sniper rifle).

Morbious

  • Nameless
  • *
  • Posts: 14
  • Karma: 0
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #42 on: Dec 18, 2009; 09:15 am »
is it possible to load this mod so that it only affects one or two characters? would love to use it on my Summoner and maybe a guardian, but I currently like the drops for my MM and evoker the way they are.

oops..   :?  edited the wrong post..  lol

Seferoth

  • Founder
  • Dark Will
  • ***
  • Posts: 766
  • Karma: 19
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #43 on: Jan 04, 2010; 09:23 am »
Just wanted to ask is this compatitle with 1.2 Sp revival Modification? If not well i hope it will be made compatitle.
You can't have a nightmare if you never dream.

RJ Mayhem

  • Founder
  • Named
  • **
  • Posts: 139
  • Karma: 5
Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #44 on: Jan 05, 2010; 02:54 pm »
Quote from: "Seferoth"
Just wanted to ask is this compatitle with 1.2 Sp revival Modification? If not well i hope it will be made compatitle.

Sadly my laptop broke so I don't have a computer.
HGG IGN
Jenara = 55/50 Engineer
Demonita = 55/50 Summoner
Gunard = 55/50 Guardian
Nonny = 50/3 Blademaster