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WIP - need some help with abilities not showing


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Hi Community,

 

I am currently working on a small mod that aims to change the automatically learned spells a Priest of Berath gets, since imo the aspect of Death is represented quite well in some druid and mage spells and they fit in terms of immersion. Said spells would be

1. Touch of Rot
2. Necrotic Lance
3. Spreading Plague
4. Divine Terror
5. Plague of Insects
6. Death Ring
7. Gaze of the Adragan
8. Symbol of Berath

9. Touch of Death

 

 

So I've started reading up on modding stringtables and admittably spied a bit into other mods to get some pointers, but I can't get it to work at the moment. The localized strings seem to work fine, since I see the new skills when creating a character or clicking on the "berath" subclass ingame, but the spells wont change. I got it working earlier today in the way that I added the spells, but they did not use priest ressources so they were unusable. At this point I've navigated myself so far away from my original approach that I cant even recreate that state again:).

 

I would be grateful for any help, as I am completely new to modding and I'm attaching my "mod" in case someone wants to look into it.

 

 

Cheers

 

Edit: I just discovered I can neither upload a .zip archive nor the gamedatabundlefiles  - any advice? ty

 

 

 

 

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You need to create a copy of the spell, change its ID to not conflict and the class it is linked to and save in a file in the override folder. Then, in the progressiontable file, you need to change the IDs of the original Berath subclass to the ones you want.

 

Starting with the spell: Lets say we want to copy the Moon's Light spell from the Druid to allow the Priest to use it too.

 

{
"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
"DebugName": "The_Moons_Light",
"ID": "06e405f5-7493-4f58-958e-7b903b6bfbef",
"Components": [{
"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
"KeywordsIDs": ["88f77e03-9180-4830-a2ac-18c8023fec35"],
"DisplayName": 1958,
"Description": 1959,
"UpgradeDescriptions": [],
"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
"Vocalization": "GenericSpellCast2",
"Icon": "gui/icons/abilities/druid/moons_light.png",
"UsageType": "Spell",
"UsageValue": 1,
"AbilityClass": "Druid",
"AbilityLevel": 2,
"IsPassive": "false",
"StackingRuleOverride": "Default",
...
}

You will need to change the "Druid" to "Priest" and the ID:

{
"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
"DebugName": "The_Moons_Light",
"ID": "06e405f5-7493-4f58-958e-00000000fbef",
"Components": [{
"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
"KeywordsIDs": ["88f77e03-9180-4830-a2ac-18c8023fec35"],
"DisplayName": 1958,
"Description": 1959,
"UpgradeDescriptions": [],
"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
"Vocalization": "GenericSpellCast2",
"Icon": "gui/icons/abilities/druid/moons_light.png",
"UsageType": "Spell",
"UsageValue": 1,
"AbilityClass": "Priest",
"AbilityLevel": 2,
"IsPassive": "false",
"StackingRuleOverride": "Default",
...
}

The "abilityClass" defines the resource it will use, the "UsageType" says it is a spell (thus use the spell resource), and "AbilityLevel" defines the spell level.

 

Now you create a new file for the ProgressionTable, changing only the spells the subclass gives to the ones you created (the IDs) and place in the override folder following the same folder structure of the original files (override/MYMODNAME/design/gamedata)

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Edit: Got the stuff working finally, thank you for your help! Will tweak a bit more and then release on nexusmods for people that feel the same like me and want to play their priest of berath a bit closer to a true master over death and life :)

Edited by Silent334
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