Game Guides Archive
Thread: Question about putting clothing attachments in BE clothing
Message Edited by TuskKiller on 11-30-2004 01:38 AM
you could put a +25 Def vs KD, a +25 Def Vs Dizzy, a +25 Def. Vs Intimidate, and a +25 Vs Posture Change attachment all into a +17 Def. Vs Stun/+4 Melee Def shirt and get a shirt with all six mods working.
You uBeR-lOoTeR you
... too bad that Def. Vs Intimidate ain't working, but i would love to get a hand on the other 3.
Sorry, but i have no experience with your issue and can't help you with that.
Greetz,
TuskKiller wrote:
I have a question that I am having a hard time finding an answer too. It is about putting clothing attachments into Bio-Engineered clothing.
I have been searching throughall the excellent FAQs on skill tapes and attachments amd theyseem to indicate that you can put 4 attachments into a Bio-engineered item of clothing for a total of 6 mods.
Example:
you could put a +25 Def vs KD, a +25 Def Vs Dizzy, a+25 Def. Vs Intimidate, and a +25 Vs Posture Change attachment all into a +17 Def. Vs Stun/+4 Melee Def shirt and get a shirt with all six mods working.
Butif you put all 4 attachments into a Bio-engineered jacket with +17 Def.vs Stun/+4 melee defense/+18 injury treatment /+18 wound treatment... only the 1st 2 attachments you put in the clothing item would work and the other 2 would be bugged.
But I frequently encounter posts on the auction forums where people claim the maximum number of working mods any item of clothing can have is 4instead of 6, that if you put more than 2 attachments into a +17 def vs stun/+4 melee defense shirt the rest of the attachments wont function. Are these people posting without knowing what the heck they are talking about? I cant find a FAQ, dev post, or game guide that backs up these statements but people keep saying it so I am wondering if they know something I dont.
if you have a link to a guide that answers my question or you have tested this out yourself please post a reply.
Thanks,
Rival
Message Edited by TuskKiller on 11-30-2004 01:38 AM
Well, I have lots of BE shirts and pants that I've put 4 SEA's on them making a total of 6 mods.....the last 2 always worked for me. I know this because I have a shirt with +14 def vs stun, +4 melee def, +14 injury treatment speed, +5 2 hand accuracy, +10 2 handspeed and +7 pistol speed (I was a pistoleer/swordsman
).......both the speed attachments worked just fine....the injury treatment speed definitely worked....can't be too sure about the accuracy but I believe it worked and I'm sure the def vs stun and the MD worked.
I have about 3 shirts and 5 pants with similar mods and I have seen no evidence that only 4 mods work......anyone having only 4 mods working might be bugged.
Just remember that if the professions you have don't give you the mod that's in your BE clothing, then the mod won't work for you. So if you are not a CH, then a shirt with taming won't work for you....if your not a medic, then injury treatment speed won't work for you......This could be where some people have made thier mistake in thinking that only 4 mods work.....Always check what mods your professions give you before you add SEA's to BE clothes......If your a fencer, then def vs stun will not work for you becuase fencer does not have any def vs stun mods in the profession....now if you have fencer and at least pistoleer 0-0-1-0, then any def vs stun mods will work for you because pistoleer gives the def vs stun mod.
And yes def vs intimidate SEA's do work as long as you have either fencer or carbineer (the only 2 professions that give the def vs intimidate mod).
Just remember that if the professions you have don't give you the mod that's in your BE clothing, then the mod won't work for you. So if you are not a CH, then a shirt with taming won't work for you....if your not a medic, then injury treatment speed won't work for you......This could be where some people have made thier mistake in thinking that only 4 mods work.....Always check what mods your professions give you before you add SEA's to BE clothes......If your a fencer, then def vs stun will not work for you becuase fencer does not have any def vs stun mods in the profession....now if you have fencer and at least pistoleer 0-0-1-0, then any def vs stun mods will work for you because pistoleer gives the def vs stun mod.
I know certain mods wont work if you dont have the command to use it. Like Non-medics cant use injury treatment speed attachments (or Force sensitive injury treatment speed) because they dont have /heal command, surveyattachmenst (or force sensitive survey)dont work for non-artisans who dont have /survey command, maskscent needs /mask command, taming aninmals need /tame command, etc...
Also defence mods like dodge only work when a fencer/pistoleer weapon is equiped... not only if you are a fencer.
But I always thought CAs that worked passively like terrain negotiation, melee defense, defense vs KD all worked for anyone. At least the terrain negotiation SEEMS to work for me even though I am not a scout. And Jedi are always paying millions for KD defense Clothing attachments even though Jedi have no KD defense in their proffesion (they only have melee, ranged, force, and "jedi state" defense)
Whats more lots of attachments like bleed defense, bleed resist, disease resist, fire resist, poison resist, all modifiy ablities that are located nowhere in any proffesion. I am not sure that any of these attachments actually work... but they are not on the list of broken mods. They are all hard to test.
So.. my thinking is that defense vs Intimidate should work for anyone as it is passive. But if you are not stacking it with any proffesion skills it will make such a little difference that you will hardly notice it at all.