KBAegis Posted May 28, 2018 Share Posted May 28, 2018 Hi all, I'm playing around with the console and I was noticing that there appears that the interface and abilities are decoupled. Pretty cool, but after playing around I was wondering if it was possible to modify the interface for an existing character: learnAllAbilities Player_<name> PT_<foreign class> <command to get the "Fighter Abilities" grouping on the character> Thanks in advance to the devs. The game is beautiful. Link to comment Share on other sites More sharing options...
0 KBAegis Posted May 29, 2018 Author Share Posted May 29, 2018 So I found out that the UI appears to read the class level to infer tabs. This is interesting since you can also run setclasslevel Player_<name> <class> 20 false. I played around with this and was able to create an omni-classed character (all classes in game), ignoring the 2 class limit. The UI conveniently then groups abilities together as if you had the appropriate class. The trick, I found, was then using removeability to remove all the redundant entries as it also includes all subclass and redundant skilltable entries. Unfortunately not all class abilities have common-sense names, so I was forced to do some shell magic to parse progressiontables.gamedatabundle and infer the UUID for the referenced abilities (like arcane trickster sneak attack). Specifically, $(cat progressiontables.gamedatabundle|tr ',' '\n'|less) since jq tells me that your JSON is broken. The notes were very helpful and allowed me to purge the superflous entries. Now I'm noticing that the game only appears to look at the first two classes for class-based dialog checks, although abilities seem to work fine. All around, awesome setup guys. I greatly appreciate it. Link to comment Share on other sites More sharing options...
0 KBAegis Posted May 29, 2018 Author Share Posted May 29, 2018 The only thing that doesn't appear to be working consistently with my approach is the Ranger animal companion. If one of the devs could intervene here and explain to me how those are selected, I was given a bird familiar upon running: learnallabilities Player_<name> PT_Ranger From what I've been able to infer, the Summon Companion ability (e372ba5a-0c9c-451d-94cb-c24f90138c63) appears to simply select the first available pet that is associated with the player. Unfortunately, this is the worst documented component with many of the ranger abilities with empty strings under their notes section in progressiontables. I used removeability to purge the extra companion abilities from my character (ghost-hearted or no) leaving only the spectral bird. Now when I re-add the Summon Companion passive I am granted a spectral grub instead. The best I can tell, this is from the wizard familiar ability which I've attempted to remove- again, little to no documentation. Link to comment Share on other sites More sharing options...
0 Amentep Posted May 29, 2018 Share Posted May 29, 2018 @KBAegis, you may want to look at the thread in one of the other forums as well: https://forums.obsidian.net/topic/97317-the-console-command-thread/ 1 I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man Link to comment Share on other sites More sharing options...
0 KBAegis Posted May 30, 2018 Author Share Posted May 30, 2018 Thanks! I posted there as well. The only thing I wasn't able to figure out on my own was the Ranger companion with the above context. If I leave everything untouched from setclasslevel Player_Watcher Ranger 25 false and learnallabilities Player_Watcher PT_Ranger, I now get a spectral stag on my character which seems to persist after a reload. Good enough for me. Link to comment Share on other sites More sharing options...
0 adragojlovic Posted June 14, 2018 Share Posted June 14, 2018 Greetings, And thank you for taking the time posting your question should you have any additional questions or concerns let us know! Cheers. Link to comment Share on other sites More sharing options...
Question
KBAegis
Hi all,
I'm playing around with the console and I was noticing that there appears that the interface and abilities are decoupled. Pretty cool, but after playing around I was wondering if it was possible to modify the interface for an existing character:
learnAllAbilities Player_<name> PT_<foreign class>
<command to get the "Fighter Abilities" grouping on the character>
Thanks in advance to the devs. The game is beautiful.
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