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Skills and Spells


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4 réponses à ce sujet

#1
Kallie Warwick

Kallie Warwick
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  I am trying to add skill and spell points to my in-play mage without giving them a level. Would some kind and patient soul give me step-by-step instructions on how to do this? I have tried to edit StatProperty 34, 35, 36, and 38 but no changes show up. I am very confused.

  Thank you in advance,
  Kallie

#2
Guest_etfeet_*

Guest_etfeet_*
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#include "utility_h"
void main()
{
//books
UT_AddItemToInventory(R"gen_im_qck_book_talentm.uti", 1); //spell talent book
UT_AddItemToInventory(R"gen_im_qck_book_skill.uti", 1);  //skill book
UT_AddItemToInventory(R"gen_im_qck_book_talentw.uti", 1);  //physical talent  
UT_AddItemToInventory(R"gen_im_qck_book_attribute.uti", 1); //at tributes    
}

compile and put this script in your dragon age override folder and run it in-game using the developer console runscript [scriptname] and it will give you the spell/talent/skill/attribute books

Modifié par etfeet, 20 novembre 2009 - 06:44 .


#3
KirbySkywalker

KirbySkywalker
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http://social.bioware.com/project/760/



i made this a few days ago, gives the books EVERY TIME you load the game. use them, save, load, use them, save, load... u get the point.

#4
Talian Kross

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If you are doing it via a script, it's simply along the lines of...

object oCreature = GetHero(); // just as an example
float  fPtsToAdd = 10.0;
SetCreatureProperty( oCreature, PROPERTY_SIMPLE_ATTRIBUTE_POINTS, fPtsToAdd );
SetCreatureProperty( oCreature, PROPERTY_SIMPLE_TALENT_POINTS, fPtsToAdd );
SetCreatureProperty( oCreature, PROPERTY_SIMPLE_SKILL_POINTS, fPtsToAdd );

If you are trying to edit your savegame, then I don't know as I've never messed with savegame files.

Modifié par Talian Kross, 20 novembre 2009 - 07:29 .


#5
Kallie Warwick

Kallie Warwick
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Thank you for the scripts, I appreciate it. I would like to edit my savegame directly if possible.



Thank you in advance,

Kallie