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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 by nightcobra

6025422_EFPg_C_v1.png

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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).

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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.

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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?

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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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