nightcobra Posted May 17, 2018 Posted May 17, 2018 (edited) By now we already know we can alter progression through the global.gamedatabundle just by changing the numbers bracket following these lines of code (just ctrl-F the code segments below to find them in the file). for powerlevel progression: "SingleClassPowerLevelByCharacterLevel" "MultiClassPowerLevelByCharacterLevel" for proficiency progression: "WeaponProficiencyPointsByCharacterLevel" for attribute allocation in character creation (not a per level thing per se but it's here for people that want to know): "CharacterCreationAttributePoints" for changing of the attribute cap of 35 (if you want to create your Overpowered or Underpowered character you can decrease or increase the attribute cap): "MaxAttributeScore" Only thing i'm not managing to figure out is how to alter skill point progression per level, has anybody figured it out? Edited May 17, 2018 by nightcobra
ApesAmongUs Posted May 17, 2018 Posted May 17, 2018 What about the abilities selected per level? The only thing that looks like it might count is "BaseMaxPowerPoolByPowerLevel", but I can't figure out the format, since it seems to just go up by one per power level (as opposed to Character Level).
squared_cirkle Posted May 17, 2018 Posted May 17, 2018 The BaseMaxPowerPoolByPowerLevel modifies how many ability uses martial classes have per encounter, for example how much guile a rogue class has at his disposal. The ability points per level is probably in Unity-packaged data which means it is not in any of the text-format data files and can't be modded easily/at all at the moment. For v1.0.3 the developers intend to increase the amount of available moddable data.
Tosho Posted May 17, 2018 Posted May 17, 2018 The BaseMaxPowerPoolByPowerLevel modifies how many ability uses martial classes have per encounter, for example how much guile a rogue class has at his disposal. The ability points per level is probably in Unity-packaged data which means it is not in any of the text-format data files and can't be modded easily/at all at the moment. For v1.0.3 the developers intend to increase the amount of available moddable data. Is there a way to increase spells per encounter?
TKDancer Posted May 17, 2018 Posted May 17, 2018 The BaseMaxPowerPoolByPowerLevel modifies how many ability uses martial classes have per encounter, for example how much guile a rogue class has at his disposal. The ability points per level is probably in Unity-packaged data which means it is not in any of the text-format data files and can't be modded easily/at all at the moment. For v1.0.3 the developers intend to increase the amount of available moddable data. Is there a way to increase spells per encounter? only if its a per encounter/rest spell(like holy radiance) otherwise u'll have to wait till the mentioned v 1.0.3 where they'd make more data available for modding
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