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Harpagornis

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Everything posted by Harpagornis

  1. When playing around with the BonusSpell entry something strange happened cause when i clicked on the ability button this showed up: "It will take a billion years to complete your journey from North Bay Wilderness." Creepy stuff - no?
  2. @level 16: Four transformations = 4 times = 40 seconds (plus scaling & Int-Bonus) = lots of pain for the enemies! EDIT: On paper this looks really OP... no?
  3. Yeah, NWN was really cool regarding Shapeshifting. I dont think that we need to push Shifters that far (15+4 Forms sounds like overkill) but there should be some more changes coming. If we can get them in. Or if Obsidian gives Shifters some love. Good joke - no? As the modding eats time like nothing else (and i tend to play around with the codes too much) i have made only small progress: 1. All spells with keyword "Elements" got removed (except for Natures Mark Autogrant) 2. I have started to give each Form additional tranformations at level 4, 10 and 16 (four time shifting for each form!) 3. I have started giving all Forms innate affliction immunities (starting from level 1!) 4. Replaced Bears Level 16 ability Crush (Panther Leap) with RAGE! (Citzals Martial Power). This should "solve" the Accuracy Problem and it also transforms the Bear into a really cool looking Spirit Bear! 5. Replaced Stags Level 10 ability Vigorous Defense with Revenge (Blade Turning) while increasing its duration to 10 s. We need more OP buttons no? More to come soon... hopefully!
  4. Switching Spiritshifting to "Spells" breaks some scripts - not working. Looks like i will have to create lots of different bears, boars, cats, stags and wolfs. With other words: An unstoppable army!
  5. Brilliant idea @mammasaura!!! I created all files needed and indeed the ability pops up in level screen: +1 for level 0 spells. Great! But then i looked at the spiritshift forms. Still at 1 usage. Looks like spiritshifting is not counted as a spell... Is there an AbilityBonus status effect? Lets see...
  6. Modded PT is in original gamedata folder: It works! Modded PT is in Override Mod folder: Nothing... If there would be an issue it should not work at all... no? Its even more strange cause i copy the complete (!) PT with only some minor changes (Conditionals for Elemental Spells)
  7. After hours of trying i finally found a solution: In the PT i used the following Conditionals for the Level 0 Bear: {"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean IsLevel(Guid, Operator, Int32)","Parameters":["b1a8e901-0000-0000-0000-000000000000","GreaterThanOrEqualTo","4"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-121159574},"Not":true,"Operator":0},{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["65eddbbd-8489-46ff-a2b7-56c954c61198"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-121159574},"Not":false,"Operator":0} Many more Forms to create!!!
  8. The changes only work if i put the PT into the original folder. When in Override folder every change gets ignored. Is there some logic in this madness?
  9. I build a new Bear with unique ID in the PT for level 4 (also filling Remove and RequiresAbility). Then i created a Bear_Shifter_Ability file with 2 ability uses per encounter. When now starting the game the following happens: 1. The new Level-4-Bear is shown in level-up-screen 2. He gets a new icon in the Shapeshifting UI Problem is: The old bear icon is still there even though it now does nothing. I used VisibilityConditions (and others) to get rid of it but failed... Which tables have to be reworked to remove the old icon? PT? PT + Ability? Another one? Which PreRequisite should be used? Thanks for your help!
  10. Âfter another reload the spells are now back again even though the new PT is still in the same place.... how can this be???
  11. I resetted the whole PT and now things are working like intended - good. The rest should be just changing a lot of entries...
  12. Wouldn´t a field like "UsageAdjustment" in the Generic Ability Level Scaling be useful? I was trying to give Shifters more spiritshift usages per four or five levels but it looks like there is no easy and/or fast way to get this in. EDIT: Thanks @mammasaura for that tip!
  13. Okay, i reworked the table like you said @Armakoir but things are still not working: "ActivationObject": "Self", "AddAbilityID": "02f2e79e-d4da-4511-b602-8240023688ac", "Category": "General", "Note": "PL 1 Unlock - Winter Wind", "Prerequisites": { "Conditional": { "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 1231916529, "ParameterHash": -121159574, "Parameters": ["65eddbbd-8489-46ff-a2b7-56c954c61198"], "UnrealCall": "" }, "Not": true, "Operator": 0 } ], "Operator": 0 }, "IsMutuallyExclusiveUpgrade": "true", "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "ClassID": "568f1c26-1398-4e67-8b81-0f6a60e6cdde", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "VisibilityConditional": { "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 1231916529, "ParameterHash": -121159574, "Parameters": ["65eddbbd-8489-46ff-a2b7-56c954c61198"], "UnrealCall": "" }, "Not": true, "Operator": 0 } ], "Operator": 0 } }, "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "UnlockStyle": "Unlock" Everything looks right... no?
  14. Oh, then i completly misunderstood the Conditional... now everything makes sense. Thanks @Armakoir!
  15. Yeah, i want to add one more usage every four or five levels... thats were things get tricky... still trying to find a way! :D
  16. Hhmmm... yeah... casting the limited spells while also being able to shift more than once... holy cow... the Shifter will be - well - a real Shifter! However it will still be lot of work even more as i tend to mess around with the codes... i am too chaotic!!
  17. Thanks @mant2si. Somehow i reconstructed the file but... i hate this PT... even though the spells should no more available they are still there... madness!!! EDIT: The file you attached is completly cryptic... cannot use it with Notepad++
  18. Its not working - but why? "Prerequisites": { "Conditional": { "Components": [ {"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["f4ce16ff-8243-4a75-b3d8-ae1487198aa5"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":1092581445},"Not":true,"Operator":0},{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["88811ed8-adef-4ca3-af2f-871af1682dd6"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-924966531},"Not":true,"Operator":0}] Must it really be an AvailabilityConditional? VisibilityConditional is also doing nothing - the spells are still available and visible... i hate this PT...
  19. Thanks to several crashes i crippled my progressiontables.gamedatabundle. Can anyone upload the file for me here? Thanks!
  20. Holy cow, i played around in the original PT but then my PC crashed. The backup for whatever reason is not readable anymore so i am stuck with a crippled PT. Can anyone upload the complete PT for 2.1? Thanks!
  21. At first i thought that one would be easy using "LevelScaling":{"BaseLevel":1,"LevelIncrement":3,"MaxLevel":0,"ChangeFormAdjustment":1} in the Bear_Shifter_ability table. But it does not work. Maybe the Adjustment is wrong? Or the File? Thanks for your help! EDIT: "PowerLevelScaling":{"ScalingType":"Default","UsageAdjustment":1} is also not working
  22. Elemental spells should be gone soon. Hopefully. If this works i will try to go for the next steps: Making Spiritshifting more powerful. There is an interesting part: If you allow multiple transformations per form each spiritshifting will refresh all (!) active abilities. I think thats something to remember. Theoretically we could give the Shifter endless tranformations with endless abilities. Okay, that would be a bit OP but its time to think about how often a Druid can spiritshift. Maybe the number can increase with level? Two at level 4, three at 10, four at 16. Sounds interesting at least on paper!
  23. The goal: Remove all spells with keyword "Elemental" from the Shifter subclass. How can i do this most efficiently and which tables have to be reworked? Thanks for your help!
  24. Good point @mant2si. The dream would be to create a unique class the is fun to play while also being at least in the mid-upper tier. The problem is that modding unique mechanics are far above my skills even though i would really like to integrate them. So for the moment i must live with my low skills while still finding ways to make Shifter more appealing. Not to forget: My personal aim is solo play. In best case the Shifter will be strong throughout the game until hitting level 20. Sounds like a lot of work... :D
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