Where are my weapon slots after dual-classing through?
chimeric
Member Posts: 1,163
I had a fighter, with 4 weapon slots as you can imagine, and I started him on a life of petty crime. As a thief he had only 2 slots. I was looking forward to getting my slots back after I have suffered through the inactive class so that I could luxuriously switch between a two-handed sword for fighting, the Dagger of Venom for back-stabbing and a bow. No dice: he regained fighter abilities, except he still has the measly 2 weapon slots. What gives? It's not the question of interface space:
There is space for another weapon slot if you move the icons closer. Also I've never played a multiclass fighter-mage-thief, and I can't start one now, but what about them? Are they short-changed too?
Beamdog?
There is space for another weapon slot if you move the icons closer. Also I've never played a multiclass fighter-mage-thief, and I can't start one now, but what about them? Are they short-changed too?
Beamdog?
2
Comments
Customizable Skill/Action bars has been a requested feature since the EE's began.
The current state of actionbar buttons is that they are hardcoded as hell. They are pretty much same as they were in vanilla games and nothing can be done about that with modding. I don't dare to predict if a softcoding of this bit is ever going to happen, but I guess I'm more sceptical.
Anyway, maximum default width for the actionbar (for 4/3 scaled interface) is 864 pixels, which is room for 16 slots (15+quick loot which is three more). If the softcoding happened, beamdog could make all 16 fit there, though it might be tricky to find default functions for them. I guess the default arrangement would stay with the new ability to right-click the button to assign a new function to it and a possibility to mod in many more slots.