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Skill Mod started - asking for feedback


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#1
Signo Vir

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I'm in the middle of writing a somewhat large skill mod. And hoping to get some feedback before I get too far. Maybe there's already something like this?

The basic premise of the mod being that you will get many more skill points on level up (around 5 or 6) however basic versions of skills will be weaker. There will be additional upgrades which allow the skill to become equal to the strength in-game now, or even surpass it.

Furthermore, not all skills and upgrades need to be the same cost, though for the sake of reducing confusion I am leaning towards everything being a cost of 2 AP. If I can find a way to edit the text shown so it includes the costs, then a variable cost system might work.

There are a couple of mods that overlap a bit concept-wise -- Dragon Age II Lvl 50 and Super Lots of Skill Upgrades however that particular combination is rather like a lot like cheating.

The goal in this mod would not be to have any changes to number of levels gained or even the general arc of player strength, but rather allow for characters to be more specialist or more generalist as the points and upgrades system would be more flexible/have more options.

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On to the questions. I only have three problems so far that I haven't found the answers to yet.

1) Editing skill text - names and descriptions - I know what IDs to look for, but honestly, I don't know where to look. I've been digging through all of the rim and erf files but haven:t found anything that looks like what I need.

2) Editing skill effect templates - I expect there are multiple templates, I even have a good idea which column it is ($1ABD665 I think). Same problem, and maytbe the same solution as the above.

3) Some skills rely on scripts (for example MAGE_PRIMAL_1_CONE_OF_COLD uses dae_mage_aoe_instant.ncs), while some skills rely on passive effect IDs.  Unfortunately I don't know where those abilities for passive_1, passive_2 etc are found? I see IDs but don't know what they link to. It is essentially the same problem as the above questions only for game effects as opposed to text. -- found them in passive_abilities.gda in 2da.rim

Modifié par Signo Vir, 16 avril 2011 - 02:54 .


#2
mesmerizedish

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First, good luck! Skill revamps excite me. I don't use SLSU but I love the idea.

Second, my bet is that skill name/descriptions are in the talktable which stores, like, every string in the game.

Third, I don't have answers for your other questions, sorry D:

#3
Signo Vir

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I've looked at the talktable and all I see are numbers. TlkEdit doesn't want to open the file, so I seem to be stuck using GFF Editor. (I've also tried the DAOTlkEdit and Mass Effect 2 Tlk Edit programs, but neither of them like the format of DA2's tlk.

I guess I'll just have to dig deeper.in GFF Editor gotta be strings in there somewhere.

#4
Signo Vir

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*facepalm* I went through the stickied modding tools again and found that TlkConverter was a 404. Which is why I didn't download it the first time I went through the list, I suppose. Googled and found it at http://social.biowar...m/project/4206/

Anyways, I can now convert to/from the DA2 tlk files and edit the text. The tlk file indeed has the strings for both of my questions 1 and 2,

Unfortunately, I now have a new question.

MAGE_ANDERS_VENGEANCE_FUELLED_RAGE:
there's no script referenced, there are no passive abilities referenced, there isn't even a requirement for Vengenace to be active... and yet it works for Anders. Trying to re-create that skill on a different skill tree is simply not working.

I'm kind of pulling y hair out on this one. It simply makes no sense to me A. why it works for Anders and B. How I can get it to work for a blood mage..

#5
Morroian

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Signo Vir wrote...

I'm in the middle of writing a somewhat large skill mod. And hoping to get some feedback before I get too far. Maybe there's already something like this?

The basic premise of the mod being that you will get many more skill points on level up (around 5 or 6) however basic versions of skills will be weaker. There will be additional upgrades which allow the skill to become equal to the strength in-game now, or even surpass it.


Base skills tend to be pretty weak in the vanilla game I doubt I would like a mod that weakens them further.

#6
Signo Vir

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Morroian, I see what you're saying, but when combined with the additional ability points/upgrades, I don't expect it would be as big a problem as you might be thinking.

If, for example, skills and upgrades cost 2 ability points each, and you got 5 ability points on level up, then you could get 2 skills or a skill and an upgrade on your first level up. Then get some combination of 3 on the following level up,

Getting a skill and an upgrade would presumably be of the same value as the original skill. Going for two, albeit weaker, skills could give the character more versatility at the expense of raw power. e.g. getting a weak fireball and a weak heal (along with thee game's default of winter's grasp) could provide for a decisive advantage early on being able to heal *and* do damage. On next level up maybe you upgrade the fireball, winter's grasp, and take a glyph of paralyzation (one of the skills I would not weaken as it is already ridiculously weak).

Alternatively, you could keep putting points into winter's grasp and make it super powerful early on, but you'd be kind of a one-trick pony.

For obvious reasons, many of the level requirements and point in skill requirements would be reduced to permit this kind of flexibility.

I should probably also add that one thing I'm contemplating is a new skill tree for all classes that focus on sustained and passive abilities like threat reduction, cooldowns, increase exp gained, health regen rate, attack speed, etc...

I'll have to play around with it to ensure it doesn't get overpowered.