Unreason Posted May 11, 2018 Share Posted May 11, 2018 So after tooling around a bit in progressiontables, I'm reasonably certain that the only way to change a character's class is by editing their prefab bundles in characters.unity3d. Problem is that all of the prefab bundles are compressed and don't play nice with the Unity Assets Bundle Extractor like the POE files did. Has anyone had any luck with accessing/altering them? Link to comment Share on other sites More sharing options...
mortimermcmire Posted May 13, 2018 Share Posted May 13, 2018 I don't know if you need to edit unity prefabs, but you do need to create a new progressiontable for each variation it's not as easy as eder = wizard, but I think it's possible to a degree Link to comment Share on other sites More sharing options...
aweigh0101 Posted May 13, 2018 Share Posted May 13, 2018 (edited) Can't you just use console command SetClassLevel ? There's also another command for SubClass. Edited May 13, 2018 by aweigh0101 Link to comment Share on other sites More sharing options...
Unreason Posted May 13, 2018 Author Share Posted May 13, 2018 I don't know if you need to edit unity prefabs, but you do need to create a new progressiontable for each variation it's not as easy as eder = wizard, but I think it's possible to a degree Okay, I'll see what I can do. Can't you just use console command SetClassLevel ? There's also another command for SubClass. The point of mods is to have something permanent that you don't have to use console commands for, though. Link to comment Share on other sites More sharing options...
zfigment Posted May 14, 2018 Share Posted May 14, 2018 I've posted a mod to nexusmods Unity Console for PoE2 that can do the class changing of npcs. I was able to make Eder a Crusader which was the request of one of the people on the forum. Still kind of experimental and very invasive (modifies dlls to load python) so not for the average user but good enough for some people. Maybe you can do thing with built in console commands as has been suggested though I had issues around assigning level 1 abilities and weapons skills for the new classes. Its a little more graphical so sometimes easier than console commands and guids and what not. 3 Link to comment Share on other sites More sharing options...
Unreason Posted May 14, 2018 Author Share Posted May 14, 2018 Turns out that altering ProgressionTables is what did the trick. I'll see about writing up a guide on how to alter companion classes here soonish. 3 Link to comment Share on other sites More sharing options...
JESUSSSAYSNO Posted May 14, 2018 Share Posted May 14, 2018 Turns out that altering ProgressionTables is what did the trick. I'll see about writing up a guide on how to alter companion classes here soonish. Ooh, can't wait. Is there any chance we could see more than 3 options in game, or is it just to change the default 3? Link to comment Share on other sites More sharing options...
Unreason Posted May 15, 2018 Author Share Posted May 15, 2018 Turns out that altering ProgressionTables is what did the trick. I'll see about writing up a guide on how to alter companion classes here soonish. Ooh, can't wait. Is there any chance we could see more than 3 options in game, or is it just to change the default 3? I haven't gotten deep enough to figure out how to increase the amount of options you have, but you can definitely add/alter whatever 3 classes you want. Link to comment Share on other sites More sharing options...
CENIC Posted May 16, 2018 Share Posted May 16, 2018 What about creating a custom subclass? It's a shame Eder and Aloth don't have unique subclasses for their original class based on their ending state from the first game. Just throwing ideas around here, but what if Night Market Eder has a 10% chance to automatically cast Symbol of Eothas on a crit, and Light of Eothas when being crit? Or Leaden Key Grandmaster Aloth being able to cast Ring Leader once per encounter? Aloth massages his temples, shaking his head. Link to comment Share on other sites More sharing options...
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