I found that it sort of allows for weapon sets, since, as opposed to every CRPG since Fallout 1, DOS does not have weapon sets to switch weapon. In this case, i would like it even more if there was no effect or animation when switching sets (maybe i should try using the 'item' rather than the skill. EDIT: it does remove the animation, but not the effect, so this is better indeed).
Overall, it works well. If you only want to change one item you wear (like a weapon), select the option to ignore empty slots, put your character naked, and memorize only the worn weapon set. Switch to another weapon, memorize it as Set 2. And now, when switching between Set 1 and Set 2, only what you have in your hands will be taken into account. No need to redo the whole thing when you change armor, and it only takes a short while to upgrade the set when changing weapon. This makes this mod rather flexible and capable of fulfilling various purposes. Other than that, it would probably benefit the mod to have an option to make using the skill/item cost 1AP. Well done.
Seems this is no longer working. I can assign gear to sets but when i use an item or skill the animation plays but nothing happens. Any ideas on why that would be? Seem some others are having the same issue recently when looking at the Steam workshop page.
You can save any combination of equipment to a set, but I haven't added anything like copying/storing an item's appearance, if that's what you mean. That is an interesting idea though! Vanity sets... Hm.
6 comments
Overall, it works well. If you only want to change one item you wear (like a weapon), select the option to ignore empty slots, put your character naked, and memorize only the worn weapon set. Switch to another weapon, memorize it as Set 2. And now, when switching between Set 1 and Set 2, only what you have in your hands will be taken into account. No need to redo the whole thing when you change armor, and it only takes a short while to upgrade the set when changing weapon. This makes this mod rather flexible and capable of fulfilling various purposes. Other than that, it would probably benefit the mod to have an option to make using the skill/item cost 1AP. Well done.