? to modders who will make new Classes

For those of you who are going to make new Classes, going to also make gear with + skills for that class? Or will you just make the skills competitive at max level without needing any +skill items?

I was kinda hoping that the we’d see the best ones factor itemization in as well. Adding +skills to the database probably wouldn’t be all that hard but seeing unique Epics/Legendaries specific to them would be a bonus.

Synergy with Devotion constellations would be a boon as well.

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If people replace masteries they will have no other choice than to adress items as well as it otherwise would show a lot of annoying tag not found tags on items that used to have + to a skill from the old masteries.

As for new masteries…I doubt everybody will do that but probably most.

It will take long enough until someone will be able to release a fully done mastery mod as that’s quiet a lot work especially for testing and balancing and while doing that modders will recognize the need of + to skills on items and might be more probable to add them.

Speaking for myself, yes.

Possibly just edit existing items IF the mod is a replacement mod. If it is possible to make additional masteries beyond 9, then make the affixes and see how much work it is to make sets/items for that purpose…

the thought definitely crossed my mind.

Do any of the forum users have access to the mod tools yet? I know they released some beta patches to some of the more active members to check for bugs and balance. I’m just curious if anything has been actively worked on.

I could be making a complete overhaul mastery mod, it would be clever of me to have the knight class replacing soldier, so that the item bonuses will still make sense.

or Imagine the opposite, someone making a equipment mod, adding new weapons. I’d want to be able to mix these two mods, and if the equipments are exactly same in the mastery mod, this will be as easy as drag and drop, if the mastery mod only touches the skill and ui folders.

I’d want to have these and other things compatible, as they won’t decrease the quality of the result anyway.

I think someone, prefably someone who modded TQ, should write a “best practices list” and list the stuff we may regret later. As a start, something like this:

  • when making a skill, pick an existing one and replace the properties, requirements, ui positions instead of creating them anew with a different name, unless you need to. follow the existing style, so that porting languages etc. will be easier, if needed.
  • follow the ui folder/file naming conventions, have your up/down icon ending with the same letters they end it, with the same folder structure, dont reuse a name even if its a different folder, so if the mod is popular, existing tools can add support for it easily, as the most of the tools are database parsers anyway.
  • if you are making a melee tank class, have it replace soldier. if you are making a cold based class, have it replace nightblade etc. – so that the item bonuses will still make sense, even with the old items.

when making a skill, pick an existing one and replace the properties, requirements, ui positions instead of creating them anew with a different name, unless you need to. follow the existing style, so that porting languages etc. will be easier, if needed.

Yup, good rule to follow. It’s WAY easier to simply replace what you need and keep the template mostly the same. Later when you do icons, effects, and renaming the skills, it’s a matter of going back and finding what you want to switch out.

follow the ui folder/file naming conventions, have your up/down icon ending with the same letters they end it, with the same folder structure, dont reuse a name even if its a different folder, so if the mod is popular, existing tools can add support for it easily, as the most of the tools are database parsers anyway.

For the most part yeah. The naming conventions… whatever works for the person. It’s not like the actual naming conventions in GD atm are that great… (if you’ve used GD arc/arz 3rd party tools you will know) shrug

if you are making a melee tank class, have it replace soldier. if you are making a cold based class, have it replace nightblade etc. – so that the item bonuses will still make sense, even with the old items.

Well it depends, supposedly the mastery limit cap was removed, and if that is true - then why replace anything, right?

But anyway. I considered doing a video tutorial for GD, as someone who has fairly extensive knowledge from TQ that transitions well to GD’s tools, I think it might be valuable to some people.