Upgradable Dak'kon's Blade
Meteo
Member Posts: 4
Hey guys, this is my first attempt at modding. All it does is add a simple quest to the game and allows you to upgrade Dak'kon's Zerth Blade. I was disappointed by the lack of interesting unique katanas in this game. Basically theres Hindo's Doom and Celestial Fury, and thats it. And Hindo's Doom is pretty lackluster relatively for an endgame weapon.
I've tried to keep the mod lore friendly and made the upgrade balanced in comparison to the other weapons in the game. I'm no expert in the lore though so if there is inconsistency, please correct me.
You can upgrade the katana based on 1 of 3 options: attack, defense, and magic. This way, there should be a katana for all playstyles. Later, you will be able to upgrade them to even more powerful versions (+4, +5) with new effects (once I get to it).
The mod is extremely simple so I doubt it will conflict with anything. Let me know what you guys think! Please leave any feedback/bugs you may find.
more screenshots
I've tried to keep the mod lore friendly and made the upgrade balanced in comparison to the other weapons in the game. I'm no expert in the lore though so if there is inconsistency, please correct me.
You can upgrade the katana based on 1 of 3 options: attack, defense, and magic. This way, there should be a katana for all playstyles. Later, you will be able to upgrade them to even more powerful versions (+4, +5) with new effects (once I get to it).
The mod is extremely simple so I doubt it will conflict with anything. Let me know what you guys think! Please leave any feedback/bugs you may find.
more screenshots
Post edited by Meteo on
13
Comments
This is a really cool idea and a nice mod.
On another thread, people were also talking about this, would you please look at some of my ideas how to make the zerth blade more interesting and tell me what you think. Could any of them be incorporated into your mod?
http://forum.baldursgate.com/discussion/29519/dak-kon-s-zerth-blade
Tolerable maximum should be +4, or make that +6 noncumulative with armor (like most bracers).
but the defense branch of upgrades (chaned blade) would definitely work better as a 2-handed katana. there are already mods for that.
also, in pnp convention (and bg is way closer to that than ps:t), a +6 ac weapon could never be +3. if it was to have +3 dam/thac0 and +6 ac it would be a +9 weapon i think.
so it'd probably be best to make a compromise and reserve the +3 offensive and +3 ac enchantments for the ultimate, +6 version and grant the remaining +3 ac as several uses of blur per day along with some neat immunities for an ultimate defensive weapon.
edit: also, since 1d10+3 is lame for an endgame weapon, not matter how good for defense, so it could have a higher base damage, just the way carsomyr has 1d12 (it would be a two handed katana after all so some liberties can be taken because this doesn't have a precedent; 2d6 might be even better to differentiate a bit)
I could be wrong, but looking over the files I don't think he ever got to the +4 and +5 versions. The dakkon.tp2 file has all the item descriptions but there are no references to those items, DAK4+DAK5, in any files and the .dlg file for Dak only provides options to the first upgrade.