As backwards as it is, it is the same concept. because it is a two handed weapon, it has to pair with another two handed weapon.
As backwards as it is, it is the same concept. because it is a two handed weapon, it has to pair with another two handed weapon.
Except it's NOT the same concept. If it were the same concept as is used with hooded cowls, then a one handed weapon could only be made to look like another one handed weapon, but a two handed weapon could be made to look like either a one or two handed weapon.
What Lyrinn wants to do fits the gear slots rule just fine. The one it seems to be failing with is:
"The base and projected items are of the same type (hands, feet, etc.)."
A "One-handed Conjurer's Arm" is being treated as a different type of item than a "2H Conjurer's Arm".
If you look at the Item Type line on the tooltip of either a hooded cowl or a shirt, they both list the type simply as "Body" even though the cowl also takes the head slot. If you look at THM or CNJ weapons, on the other hand, they differentiate two different item types according to whether they're one handed or two.
It makes no logical sense why those cases should be different. Hopefully SE will decide it's a bug and that their system should regard 2H weapons as the same type as 1H weapons but simply ones that take up an extra (off-hand) gear slot in much the way cowls take up the extra (head) gear slot.
Oh, I see, thank you for the clarification. That's really disappointing and I hope they change it in the near future.If you look at the Item Type line on the tooltip of either a hooded cowl or a shirt, they both list the type simply as "Body" even though the cowl also takes the head slot. If you look at THM or CNJ weapons, on the other hand, they differentiate two different item types according to whether they're one handed or two.
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