_ Inventory mod (a button or a shop where you can enlarge your inventory) - well inventory mods exists but the thing is have to make a new grid art wise which takes time and then u will have to code an ui gadget into the invertory to record and save the inventory grid size but even then still limited to like 255 items per container page.
_ Racial skill mod (a little skill tree by race) - races have skill trees?
_ Weapon's rune mod (a bit like enchanting but you can get rid of the rune to put it on another weapon) - would have to edit components.gas to make a rune, then would have to code it like enchanting, would have to write a skrit to "change properties etc"
_ Better effects mod (just an idea to create more realistic effects) - what the effects aren't pretty now? perhaps some newer effects would be nicer
_ HD textures (enhancing the textures of the game to add some realism) - iryan I think is working on that
_ Terrain rework (like adding grass on the terrain to a better look) - think that is covered in the HD textures, but would be nice if could take a life-like grass and put it in the game be more real
_ Backpack mod (like it was in DS1:LOA) - started that a few years back, problem is gotta edit Components.gas, then u gotta rewrite all the skrit, imagine if one used the stash as a starting source they could make a ds2 backpack, but getting the game to save the contents after a save, and the 255 limit would still apply as the backpack items count towards the 255 limit.
_ Enchanted spellbooks (like it was in DS1:LOA) - enchanted spellbooks u mean they aren't enchanted in ds2?
_ Total shop rework (making much more harder to find anything (spells, armor weapons) like in DS1:LOA) - does super shops mod count?
_ New race (skeleton, gargoyle [import it from DS1:LOA ??]) this one can be done since ds/loa exists but the author of the gargoyle would have to make it work with ds2, I aint touching the gargoyle, skeleton should work with the conversion just add to heroes.gas etc files and boom he should work
_ Skill table overhaul - ?????
_ Piercing damage, move speed, range modifiers - isn't that what spells are for?
_ Inventory mod (a button or a shop where you can enlarge your inventory) - well inventory mods exists but the thing is have to make a new grid art wise which takes time and then u will have to code an ui gadget into the invertory to record and save the inventory grid size but even then still limited to like 255 items per container page.
_ Racial skill mod (a little skill tree by race) - races have skill trees?
_ Weapon's rune mod (a bit like enchanting but you can get rid of the rune to put it on another weapon) - would have to edit components.gas to make a rune, then would have to code it like enchanting, would have to write a skrit to "change properties etc"
_ Better effects mod (just an idea to create more realistic effects) - what the effects aren't pretty now? perhaps some newer effects would be nicer
_ HD textures (enhancing the textures of the game to add some realism) - iryan I think is working on that
_ Terrain rework (like adding grass on the terrain to a better look) - think that is covered in the HD textures, but would be nice if could take a life-like grass and put it in the game be more real
_ Backpack mod (like it was in DS1:LOA) - started that a few years back, problem is gotta edit Components.gas, then u gotta rewrite all the skrit, imagine if one used the stash as a starting source they could make a ds2 backpack, but getting the game to save the contents after a save, and the 255 limit would still apply as the backpack items count towards the 255 limit.
_ Enchanted spellbooks (like it was in DS1:LOA) - enchanted spellbooks u mean they aren't enchanted in ds2?
_ Total shop rework (making much more harder to find anything (spells, armor weapons) like in DS1:LOA) - does super shops mod count?
_ New race (skeleton, gargoyle [import it from DS1:LOA ??]) this one can be done since ds/loa exists but the author of the gargoyle would have to make it work with ds2, I aint touching the gargoyle, skeleton should work with the conversion just add to heroes.gas etc files and boom he should work
_ Skill table overhaul - ?????
_ Piercing damage, move speed, range modifiers - isn't that what spells are for?