Racial Advs/Disadvs
Posted: Tue Mar 26, 2019 1:09 am
I'm about to start working on my first mod ever (with no coding experience, so this will be new to me). I want to take the racial passives and skills of future games and make a mod that uses the Advantage and Disadvantage system to make all races have these automatically, like how vanilla High Elves and Nords already have Paralysis Immunity and Frost Resistance, respectively. However, I have some questions that I'm hoping one of the DFU devs can answer.
1. My lesser concern is if advantages like Expertise in Weapon or Acute Hearing can be applied without much issues. I figure this might not be much of an issue given Forbidden Weapon is the only disadvantage that could potentially override a Expertise in Weapon racial advantage, which I'm 100% fine with.
2. My much bigger concern is how classes will interact with the Increased Magery advantage. Given that as of current DFU still has the vanilla bug with racial and gender attribute changes being overwritten by the class itself, I feel that Increased Magery might end up the same way. Ideally, Increased Magery (say, Int x1.5 for a Breton) would only be overwritten by a greater multiplier, but overwrite a lower multiplier.
I also have a more basic question, which is which files I need to edit to have this mod work at all.
Thanks in advance to everyone.
1. My lesser concern is if advantages like Expertise in Weapon or Acute Hearing can be applied without much issues. I figure this might not be much of an issue given Forbidden Weapon is the only disadvantage that could potentially override a Expertise in Weapon racial advantage, which I'm 100% fine with.
2. My much bigger concern is how classes will interact with the Increased Magery advantage. Given that as of current DFU still has the vanilla bug with racial and gender attribute changes being overwritten by the class itself, I feel that Increased Magery might end up the same way. Ideally, Increased Magery (say, Int x1.5 for a Breton) would only be overwritten by a greater multiplier, but overwrite a lower multiplier.
I also have a more basic question, which is which files I need to edit to have this mod work at all.
Thanks in advance to everyone.