Awesome mod! Is it possible to change de appearence of the katana on hip to satori? Or is there a way where i can make it for my personal use? I really want the katana on hip but satori, because thats the katana what i use. Sorry, English is not my native language. Love your mod!
Hi Camellia! Thank you for your mod! Really love it! I just wanted to ask.. cause I also have your mod from customizable katana and I was wondering can that katana from customizable katana's looks sheathed inside a scabbard from Yamato - Vergil's katana sheathed on hip mod? Would that be a possible thing? Cause I can switch the appearance of the yamato with my customized katana appearance.. but the sheathed on hip appearance i don't know how to change to my customizable apperance katana. Thanks!
Very clean looking blade! Love it. Personally though, it swings too fast for me. I'd rather it be slower in attack speed, similar to the Byakko. Plenty op enough.
Looking at the yaml, I haven't found any direct mentions of the value you set for AttackSpeed (4.6), only this:
Since the default base you used for the Yamato also has 2.1 AttackSpeed, I wondered how exactly this works.
Changing the value (to 1) had no visible effect. Deleting the entire segment did however restore the 2.1 default AttackSpeed for the Yamato (so I'm good!)
However, I'm still curious what exactly the value does change. Since I already ahead went and changed the code, might as well ask to understand what I even deleted lol.
Ofc only if you have the spare time. Happy Holidays and thanks again.
Yea I'm not really a fan of the increased attack speed either but since nobody mentioned it (until now aha) I figured i'd just leave it there. It was initially meant to mimic the increased attack speed of the byakko effect while having the scapel effect so it would stand out as a little different while not feeling sluggish compared to the Byakko. But everyone uses the byakko effect anyway so it's a bit redundant ehe
That stat just adds a value of 2 to the BaseStats.AttackSpeed, which I think has a value of 1 in the default katana's statmodifier_record. I don't really understand the calcs tbh, but the values in the yaml and in game aren't always 1:1. Looking at the Overture firerate, it's "CycleTimeBase" is 0.4 which is equal to a 2.5 attack speed in-game. But yea, it just increases the attack speed. It's completely safe to remove, deleting it or setting the value to 0 will revert the change. Since it's an "additive" modifier, it gets added onto the value already included with the "$base..." line at the top, which imports all the stats from another weapon.
Side Note: The BaseStats.AttackSpeed isn't a great stat to edit for attack speed anyway tbh. It doesn't/hardly affects the other melee weapons for some reason and has weird interactions with the attack speed perks. Like, I don't think any of the perks affected my Yamato's attack speed when I last tested it, but I think the byakko buff did. Anyway, I couldn't find a better way to change it although I might've just missed something obvious. It's not like katana's really need the buff anyway though aha
I see, thanks for the insight. I figured the "additive" part meant I'd already see changes lowering the value from 2 to just 1, that's why I was confused when ingame it had no visible or readable effect on the stats. Turns out it's not quite that straightforward lol
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Thanks a lot!!
Sorry, English is not my native language.
Love your mod!
By the way, isn't there a way to modify it so that this weapon can add 2 mod slots?
Personally though, it swings too fast for me. I'd rather it be slower in attack speed, similar to the Byakko. Plenty op enough.
Looking at the yaml, I haven't found any direct mentions of the value you set for AttackSpeed (4.6), only this:
Since the default base you used for the Yamato also has 2.1 AttackSpeed, I wondered how exactly this works.
- $type: gamedataConstantStatModifier_Record
value: 2
modifierType: Additive
statType: BaseStats.AttackSpeed
Changing the value (to 1) had no visible effect. Deleting the entire segment did however restore the 2.1 default AttackSpeed for the Yamato (so I'm good!)
However, I'm still curious what exactly the value does change. Since I already ahead went and changed the code, might as well ask to understand what I even deleted lol.
Ofc only if you have the spare time. Happy Holidays and thanks again.
Yea I'm not really a fan of the increased attack speed either but since nobody mentioned it (until now aha) I figured i'd just leave it there. It was initially meant to mimic the increased attack speed of the byakko effect while having the scapel effect so it would stand out as a little different while not feeling sluggish compared to the Byakko. But everyone uses the byakko effect anyway so it's a bit redundant ehe
That stat just adds a value of 2 to the BaseStats.AttackSpeed, which I think has a value of 1 in the default katana's statmodifier_record. I don't really understand the calcs tbh, but the values in the yaml and in game aren't always 1:1. Looking at the Overture firerate, it's "CycleTimeBase" is 0.4 which is equal to a 2.5 attack speed in-game. But yea, it just increases the attack speed. It's completely safe to remove, deleting it or setting the value to 0 will revert the change. Since it's an "additive" modifier, it gets added onto the value already included with the "$base..." line at the top, which imports all the stats from another weapon.
Side Note: The BaseStats.AttackSpeed isn't a great stat to edit for attack speed anyway tbh. It doesn't/hardly affects the other melee weapons for some reason and has weird interactions with the attack speed perks. Like, I don't think any of the perks affected my Yamato's attack speed when I last tested it, but I think the byakko buff did. Anyway, I couldn't find a better way to change it although I might've just missed something obvious. It's not like katana's really need the buff anyway though aha