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Rapporter et oversættelsesproblem
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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?
## 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.
>> 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.
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.
I can accomplish what I need to with morph effects, but it might be easier with scaling by card level.
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.
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.
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?
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
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).