Erannorth Chronicles

Erannorth Chronicles

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[ER] Raven  [udvikler] 19. nov. 2021 kl. 1:08
Modding Erannorth Chronicles
Below you can find a list with all known Modding Guides & Resources for Erannorth Chronicles. If you make a Guide of your own, post a link below so I can include it in the list!

Adding new Sub-Archetypes, Backgrounds & Starting Kits

https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=2603938530

Creating new Translations (Localization Mods)

https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=2616855636

How to import legacy content (Reborn mods and official DLCs) to Chronicles.

https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=2609223696

Editing Areas and Expanding the World Map with new Areas, Events & Challenges

https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=2658397499

Writing new Events and Stories for Chronicles in Ink Script

https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=2657761250
Sidst redigeret af [ER] Raven; 19. nov. 2021 kl. 1:09
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cadfan17 25. nov. 2021 kl. 22:26 
I am attempting to create a racial sub-archetype mod. It involves the following.

1. The sub-race itself.
2. A four item perk tree.
3. Nine cards.

I see how to create the sub-race. It goes in the perk file. I see how to create the cards, in the card file.

I see how to create perks, but I am unclear on how to get the subrace to use the perks. Perks are connected to the subrace in the main race file, as far as I can tell. How do I mod part of that without changing the rest?

Will my sub-race be testable without art? What is the minimum I need to have included for me to fire it up and playtest it?
[ER] Raven  [udvikler] 25. nov. 2021 kl. 22:40 
When we don't want to modify the main race file (which generally is a very good idea) we can add the perks in the ModLoaderUser.conf file instead like so:

## UniversalPerks Archetype>>MyPerk:Lvl, Archetype>>MyPerk:Lvl, etc.

'Archetype' in this case can be Organization, Species, Class, Specialization, Classification or Background.

ie. (in one line)

## UniversalPerks Night Hag>>Morrigan's Chosen:10, Mercenary>>Whirlwind Strike:5, etc.

Only caveat is that while inspecting the perks in character creation, they'll show up only in the combined perk list in skills and attributes.

--

If everything is done correctly your sub-species should be playable right away. At minimum you need a) the subspecies perk:

Half-Elf, 0
...
Unique:SubRace

and b) a ModLoaderUser.conf where you define it. ie.

>> SubArchetypes
Human#Half-Elf

And that's it, Half-Elf should show up as a Human subspecies.
Sidst redigeret af [ER] Raven; 25. nov. 2021 kl. 22:41
cadfan17 27. nov. 2021 kl. 22:31 
I have a ModLoaderUser.conf with

>> SubArchetypes
Fay#The Lost and the Free

and a PerksDB.Chronicles.tdb with

The Lost and the Free, 0
→ You refused the call of the Song and sought your own path.<br><br>→ 3x [The Long Hunt].<br>→ 3x [Coda Shot].<br>→ 1x [Fractured Melody].<br>→ Piercing Affinity +1. <br>→ Marksmanship +1.<br>→ Hunting +1.<br>→ [Marksmanship Actions] Mark +1.<br>→ [Hunting Actions] Mark +1.<br>→ [Perform Actions] AP Cost -1 per 5 Ranks.<br>→ Starting Location: Hirdwood.
Unique:SubRace, AddDisciplineThe Lost and the Free:1, AddDeckThe Long Hunt:3, AddDeckCoda Shot:3, AddDeckFractured Melody:1, ExpertiseMarksmanship:1, ProficiencyHunting:1, ExpertiseHunting:1, ProficiencyPerform:1, ExpertisePerform:1, ModifyEffectMarkIfExpertMarksmanship:1, ModifyEffectMarkIfExpertHunting:1, ModifyEffectActionsByExpertReduceEveryPerform:5, Location:Hirdwood

This does not load. The subrace is not selectable in the character creator. Do you see any formatting issues that would wipe this out? All of the cards listed are in the actions section. I cut and pasted most of the formatting from other sections of the game files so that I wouldn't mess up the structure.

I would start actually testing this and seeing what works right and what doesn't, but I can't get that far because the subrace isn't available under Fay.
[ER] Raven  [udvikler] 27. nov. 2021 kl. 23:57 
ProficiencyHunting & Perform are wrong. (Proficiency can be used with Elements to boost the affinity of that element.) But they'll just won't do anything.

First your PerksDB and CardsDB files must also be declared in your modloader.

ie.
>> Perks
PerksDB.Chronicles.tdb
>> Cards
CardsDB.Chronicles.tdb

Other than that just check if your mod folder structure is correct.
cadfan17 28. nov. 2021 kl. 7:03 
Thank you. The subrace is now selectable and most of its features work. I still have some issues to figure out with regards to getting the cards and perks to be visible and connected to the subrace, but I'll take a shot at debugging that myself for a bit.
cadfan17 29. nov. 2021 kl. 9:23 
Is there a command to make "mark" scale with card level? Or is "mark" always a fixed sum?

I can accomplish what I need to with morph effects, but it might be easier with scaling by card level.
[ER] Raven  [udvikler] 29. nov. 2021 kl. 10:00 
Mark is always fixed. Can only level with Morph on a card basis. But there is also the option of having an effect's level up rule change globally in the ModLoaderUser.conf for every card in the game.
cadfan17 29. nov. 2021 kl. 11:20 
Can I stop a card ability from scaling? I want to give a summoned ally the effect "+2 lifespan to all Fay allies when summoned." I can give it that, but then the ability scales up to an unreasonable level as the card advances. Is there a command to freeze this in place?
cadfan17 29. nov. 2021 kl. 11:24 
I am also still confused about adding perks to a subrace. Do I really need to copy the entire Fay race to the mod, over riding the original Fay race, in order to add my perks to my Fay sub race? What happens if someone else mods the Fay? Will the mods be incompatible?

I don't want to change anything about Seelie or Unseelie. I just want to make a third option, and I want there to be four perks that are available to people who pick that sub race.
[ER] Raven  [udvikler] 29. nov. 2021 kl. 12:47 
Q1) There are some ways to fix scaling values. Probably the best in this case would be to place them in a conditional statement like so:

OCS1ArchetypeFay:1, TriggerEffect1StrengthenAlliesOfTypeFay=2:1

- OCS1Archetype checks for an archetype, and the bonus triggers if the PC is Fay in this case.
- TriggerEffect1 is the matching trigger.
- StrengthenAlliesOfTypeFay=2 makes the value fixed to 2 and won't increase with level scaling only with perks.

Unless you mean to use it directly as the ally ability in which case:

AllyAbilityStrengthenAlliesOfTypeFay=2:1 will also work.

That said, this 'keyword=value' syntax works only with certain effects. Like conditional statements, ally abilities & passives, BloodTribute, Weave, Gambit & PlayOne being the more commonly used.

Q2) You don't have to modify the race file to add perks. You can add any perks you like in your ModLoaderUser.conf file UniversalPerks section. Don't mind the name, only your subspecies can access them. Like so:

## UniversalPerks The Lost and the Free>>Perkname:1, The Lost and the Free>>Another Perk:3, The Lost and the Free>>A third perk:6

The only downside to this method is that during character creation you can't preview these perks if you press P in the species tab, but only if you press P in Skills & Attributes. Otherwise in-game they'll show up fine along the rest. And you are fully compatible with other mods and vanilla content.
Sidst redigeret af [ER] Raven; 29. nov. 2021 kl. 12:49
cadfan17 29. nov. 2021 kl. 19:03 
Is there a maximum (or minimum) strain modifier? I have a card in my mod I'm working on that is thematically intended to be used at the end of turns. To make that work I added Strain 10. The card shows Strain +10 on it in game, but it doesn't actually do any strain effect at all. Subsequent cards just cost their regular value.

Coda Shot, Marksmanship
ExpertiseReqMarksmanship:1, Tier:9, Actions:2, Damage:6, Strain:10, Morph=>2=>Damage:3, Morph=>4=>Damage:4, Morph=>6=>Damage:5, Morph=>8=>Damage:10, ExcludeFromRandomLoot:1, ExcludeFromAreaRewards:1, Element:Piercing

It prints the text correctly on the card, so maybe I picked a bad value?
cadfan17 29. nov. 2021 kl. 19:08 
It occurs to me that the character is also wearing Hardened Leather Armor, and I don't see that Strain effect working either. Is Strain busted right now?
[ER] Raven  [udvikler] 29. nov. 2021 kl. 20:05 
Can be any value, but "Strain" isn't really a keyword it's how SynergyActions displays to be more end-user friendly.

Coda Shot, Marksmanship
ExpertiseReqMarksmanship:1, Tier:9, Actions:2, Damage:6, SynergyActions:10, Morph=>2=>Damage:3, Morph=>4=>Damage:4, Morph=>6=>Damage:5, Morph=>8=>Damage:10, ExcludeFromRandomLoot:1, ExcludeFromAreaRewards:1, Element:Piercing
Risewild 29. nov. 2021 kl. 20:12 
Oprindeligt skrevet af cadfan17:
It occurs to me that the character is also wearing Hardened Leather Armor, and I don't see that Strain effect working either. Is Strain busted right now?
Oprindeligt skrevet af ER Raven:
Can be any value, but "Strain" isn't really a keyword it's how SynergyActions displays to be more end-user friendly.
The "Hardened Leather Armor" is using "Strain:1" instead of "SynergyActions:1".

One of two things are bugged here, or the armor is supposed to give Strain 1 and has the wrong code, or it's not supposed to give Strain 1 but it has extra code (that's not doing anything).
Sidst redigeret af Risewild; 29. nov. 2021 kl. 20:13
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