Theorac Posted July 16, 2019 Share Posted July 16, 2019 (edited) Part 1: I duplicated and changed a passive based of the tutorial https://forums.obsidian.net/topic/107923-tutorial-adding-new-abilities-to-a-class-v410/ but it isn't showing up in the ability tree. Are these ID's correct? The intention is to add it into the general chanter tree at level 1. I can force adding the ability via console though. "$type": "Game.GameData.BaseProgressionTableAppendGameData, Assembly-CSharp", "DebugName": "CorpseMaker", "ID": "935b1a37-6f38-4ccc-bbc7-296f0f9999ff", "Components": [ { "$type": "Game.GameData.BaseProgressionTableAppendComponent, Assembly-CSharp", "BaseTableID": "6b722b30-d930-43ae-b936-248a1616f48e", "AbilityUnlocks": [ { "Note": "", "Category": "General", "UnlockStyle": "Unlock", "ActivationObject": "Self", "AddAbilityID": "935b1a37-6f38-4ccc-bbc7-296f0f999901", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "ClassID": "b4a0f1d1-b8f7-47e7-b899-99e478004a37", Part 2: I attached a few passive effects (5) to the above ability in a new gamedatabundle to see what would happen. Edited the skill effect values (except 1 effect) as well, so created a new file for that too and gave them new IDs. Now when I force add the passive ability: (1) The description of only the 1 unmodified effect shows up. (2) Besides the 1 effect (I see the armor penalty removed), the other positive effects are not being applied (e.g. - Shootist enchantment and Sky Dragon Wurm's ranged damage bonus). Are those valid positive effects to steal from? Do I have to give the modified effects new descriptions for them to work? If yes, where do I add them? Thank you Edited July 16, 2019 by Theorac Link to comment Share on other sites More sharing options...
Grape_You_In_The_Mouth Posted July 16, 2019 Share Posted July 16, 2019 I would first make sure the ability works, but maybe you've already done this. I use a ring that grants the ability to see if the ability effects work. I still haven't added any of my abilities to a progression table since the newer versions, and that should be the right ID. Link to comment Share on other sites More sharing options...
Theorac Posted July 16, 2019 Author Share Posted July 16, 2019 1 hour ago, Grape_You_In_The_Mouth said: I use a ring that grants the ability to see if the ability effects work. I added the original abilities to a ring and it listed all the buffs in its description. This is reflected in combat as well. Use the customized abilities - they didn't show up and the effects are not working. So its the customized skills that are lacking something, but I've not made changes beyond the ID and boosting their effects. Guess it might be the description after all? I'm not sure how essential it is. Link to comment Share on other sites More sharing options...
Grape_You_In_The_Mouth Posted July 21, 2019 Share Posted July 21, 2019 (edited) deleted for stupidity Edited July 22, 2019 by Grape_You_In_The_Mouth Link to comment Share on other sites More sharing options...
Grape_You_In_The_Mouth Posted August 4, 2019 Share Posted August 4, 2019 Hey I was thinking that your big problem may be that you're replacing something and using the Append method. The append method was created to not conflict with other mods so maybe it doesn't replace any overlapping code? You should try replacing the progression table itself. Link to comment Share on other sites More sharing options...
Grape_You_In_The_Mouth Posted August 4, 2019 Share Posted August 4, 2019 (edited) I just added two of my skills successfully. I don't think you gave me enough info. Your debug name might be the same as your ability's, which will cause a conflict. I think that's your problem actually...it looks like you're using the ability's name and ID at the top and the middle of the code here. The top should be a new ID for this instance of BaseProgressionTableAppendData. The top part of this code is a new thing starting something else, just like the top of the code for your ability in GenericAbilityGameData is the start of your ability. The short version of this format is: BaseProgressionTableAppendData "append_CorpseMaker" New ID ...............Class Table ID ......................................CorpseMaker ID .......................................................Prerequisites: Class ID Here's what mine looks like: { "GameDataObjects": [ { "$type": "Game.GameData.BaseProgressionTableAppendGameData, Assembly-CSharp", "DebugName": "append_druid_improved_wavewake", <----I'm going to add WaveWake ability to the druid table "ID": "251a66a5-25e5-4bb8-b1d1-2c9bb2833501", <----new ID "Components": [ { "$type": "Game.GameData.BaseProgressionTableAppendComponent, Assembly-CSharp", "BaseTableID": "879d3662-bdf7-4585-99e4-0af2df117c50", <-----------Druid table "AbilityUnlocks": [ { "Note": "", "Category": "General", "UnlockStyle": "Unlock", "ActivationObject": "Self", "AddAbilityID": "a6422e6c-3e34-4c11-9a80-d614e3bc02a5", <-----WaveWake ability ID "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 3, "PowerLevelRequirement": { "ClassID": "568f1c26-1398-4e67-8b81-0f6a60e6cdde", <-----Druid class ID "MinimumPowerLevel": 3 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [] }, "VisibilityConditional": { "Operator": 0, "Components": [] }, "IsMutuallyExclusiveUpgrade": "true" } } ] } ] } ] } Edited August 4, 2019 by Grape_You_In_The_Mouth Link to comment Share on other sites More sharing options...
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