It has higher base damage than all other katanas, can infinitely combo, and is on par with machetes whilst being faster and costing less stamina. If that's still not powerful enough for you, go ahead and adjust the .yaml yourself.
It's a stellar model and the stats look solid. I absolutely will be downloading this for my next playthrough!
Do you happen to know if there is any way to extend the reach? I'm unsure if you can do something like that with CET (like how you can do so with xEdit for Bethesda games).
Byakko's hitbox already extends way beyond its model size, so reach won't be a problem (in fact, the reach feels perfect when using the weapon ingame) And no, CET can't be used to extend the hitbox, the hitbox is determined by the model itself however due to the Odachi being significantly longer than Byakko, the hitbox doesn't change all that much (not that it's a problem, anyway - the hitbox is even longer than the model)
You can extend the reach using this block of code in the odachi.yaml file under the StatGroups.Odachi_Damage declaration, and inside of the section titled StatsModifier: - $type: gamedataConstantStatModifier_Record value: 100000 modifierType: Additive statType: BaseStats.Range
By default on Byakko the Additive value is only 1, I changed it to 100000 to actually see if it works. It might already be increased but messing around with stat/property inheritance from Iconics is kind of jank. Trying to implement the infinite combo on other weapons is kind of obtuse and I'm surprised the OP figured out how to do it lol. Your mileage may vary.
If you can somehow turn its moveset into a two handed hammer this might as well be the end-all-be-all mod for me. Still though nice work choom i love it!
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Edit: Also the description says LocKey#17193838193678947106
Do you happen to know if there is any way to extend the reach? I'm unsure if you can do something like that with CET (like how you can do so with xEdit for Bethesda games).
And no, CET can't be used to extend the hitbox, the hitbox is determined by the model itself however due to the Odachi being significantly longer than Byakko, the hitbox doesn't change all that much (not that it's a problem, anyway - the hitbox is even longer than the model)
- $type: gamedataConstantStatModifier_Record
value: 100000
modifierType: Additive
statType: BaseStats.Range
By default on Byakko the Additive value is only 1, I changed it to 100000 to actually see if it works. It might already be increased but messing around with stat/property inheritance from Iconics is kind of jank. Trying to implement the infinite combo on other weapons is kind of obtuse and I'm surprised the OP figured out how to do it lol. Your mileage may vary.