![]() The character will fire the blunderbuss (main hand weapon)then move up the enemy and hit him with the axe (off-hand weapon). This example has a perfect animation sequence and should be preferred if you want all the animations to be correct and not break your immersion. Then the cycle starts again by the character stabbing the enemy.Įxample 2: Blunderbuss on the main hand and axe on off hand. As you can probably tell he is, in reality, reloading and firing the pistol (off-weapon). Then he will stab the enemy again then reload the rapier and fire it. Then he will hold up the rapier and will look like he fired it. When I tell my character to attack an opponent, he will go up to enemy and stab him. Part 2: Firearm and melee weapon combination.Įxample 1: Rapier in the main hand and pistol in the off hand. Although the animation will suggest that the character is always reloading and firing the main hand firearm. ![]() There is no animation for reloading the an off-hand firearm so the game defaults to reloading a main hand weapon.Įven though the animation suggest the that the character is reloading and firing the main hand firearm twice in reality it is reloading and firing the main hand fire arm then reloading and firing the off-hand firearm afterwards.Īfter the first two shots of main hand and off hand firearms the character will then alternate between the reloading and firing the main and off-hand firearms. But likewise, in reality the character is reloading the blunderbuss (off-hand weapon) then firing it again. Then the character appear to reload the pistol again and fire it again. Then the character will reload the pistol (main hand weapon) then fire it at the enemy. There is no animation in-game for firing an off-hand firearm therefore the game defaults to using the animation for firing on the main hand.Įven though the animation suggests that the character shot twice from the main hand weapon in reality he would have fired the main hand weapon then the off hand weapon. ![]() The character will first fire the pistol (main hand weapon ) then the character will seem to fire the pistol again but in reality the character would've fired the blunderbuss (you can check this by looking as there are more than one projectile that is fired as well as the sound, smoke and flash being from a blunderbuss attack). Part 1: Firearms on both the main hand and off-hand.Īs an example, a character is using a pistol on the main hand and a blunderbuss on the off-hand. If you are confused on why your character is acting strangely when dual wielding firearms with other firearms or other weapons then please read this section. The devs did not plan or design for dual wielding firearms in this game, therefore the animations are going to look weird to avoid confusion I will describe how the game handles dual wielding due to my mod. Increased Interrupt from Weak(0.35s) to Average(0.5s). Removed Accuracy Penalty and added an Accuracy bonus from -5 to +3. Increased Interrupt from Weakest(0.05s) to Weaker(0.2s). I started from scratch and made them myself.Īll firearms have lost the '-0.25' critical Modifier.Īs DaNecron pointed out in his mod that the pistol 'Forgiveness' has a +20% attack speed modifier that doesn't actually do anything, therefore the reload speed for the Pistol Forgiveness is reduced from 4 to 3.2 (20% of 4 is 0.8, 4-0.8=3.2). So I decided to create my own and base it of these two mods.ĭisclaimer: I did not use their assets when creating this mod. But sadly these mods are out of date and have not been updated for the latest versions of the game. Dual wielding Pistols and Blunderbusses is just common sense. I agree with these mods that Firearms need tweaks and changes because they are un-balanced at higher difficulties. Firearms Changes Mod for Pillars of Eternity Version 3.07 (released 15/11/17).
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