ErraticEngineer Posted January 26, 2019 Share Posted January 26, 2019 Hello everyone, Not sure if this is the right place to post this, but I'm assuming it is because it's the mods subforum. Basically, I'm using a mod to reduce perks down to 1 point per level, and I'd like to have primary perks go to 20 (30 with buffs like glasses, steroids, etc?), and the secondary perks to 10. Is this possible? If it's already done, I just can't find it and if someone could link it, I'd appreciate it. I know it would make the game easier, but I've balanced it out with a bunch of mods to make more zombies spawn and hit harder, so I'm thinking I'll be more of a badass to take on a bigger horde. Thank you for your help. -- Lana Link to comment Share on other sites More sharing options...
EpicSpire Posted January 26, 2019 Share Posted January 26, 2019 Hello everyone, Not sure if this is the right place to post this, but I'm assuming it is because it's the mods subforum. Basically, I'm using a mod to reduce perks down to 1 point per level, and I'd like to have primary perks go to 20 (30 with buffs like glasses, steroids, etc?), and the secondary perks to 10. Is this possible? If it's already done, I just can't find it and if someone could link it, I'd appreciate it. I know it would make the game easier, but I've balanced it out with a bunch of mods to make more zombies spawn and hit harder, so I'm thinking I'll be more of a badass to take on a bigger horde. Thank you for your help. -- Lana Yes, its possible. But the descriptions for the perks, as far as I know, cant be changed without messing with localization - which cant be done via xpath. I was working on one and gave up when I realized this. The descriptions would not match what the perk would actually do and it would still say that level x is required even if it actually isn't. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted January 26, 2019 Author Share Posted January 26, 2019 A mod that I have now (called kh lockpicks, though they don't work.) has a batch file to merge localization into the game. Even if the perk level and description didn't line up, would the effects be there? If so, I'd like that mod. With EzPerks level and perk gating are gone, so I wouldn't have to deal with things not lining up. Do you think you can take another crack at it? -- Lana Link to comment Share on other sites More sharing options...
FringeRecall Posted January 27, 2019 Share Posted January 27, 2019 Yes, its possible. But the descriptions for the perks, as far as I know, cant be changed without messing with localization - which cant be done via xpath. I was working on one and gave up when I realized this. The descriptions would not match what the perk would actually do and it would still say that level x is required even if it actually isn't. You can manipulate the descriptions without Localization by doing this (from one of my progression mods): <perk name="perkWeaponsGunsMarksmanship" parent="skillWeaponsGuns" name_key="Marksmanship" desc_key="More accuracy and quicker reload 30% chance to stun on max level." icon="ui_game_symbol_bullet_point"> Mind you, it does try to look for that desc_key in Localization but it obviously doesn't exist so it simply displays what you wrote. Link to comment Share on other sites More sharing options...
EpicSpire Posted January 27, 2019 Share Posted January 27, 2019 You can manipulate the descriptions without Localization by doing this (from one of my progression mods): <perk name="perkWeaponsGunsMarksmanship" parent="skillWeaponsGuns" name_key="Marksmanship" desc_key="More accuracy and quicker reload 30% chance to stun on max level." icon="ui_game_symbol_bullet_point"> Mind you, it does try to look for that desc_key in Localization but it obviously doesn't exist so it simply displays what you wrote. Good to know. You could then put the requirements in the description so the player knows to ignore the requirements that appear when you hover over the perk. Thanks Link to comment Share on other sites More sharing options...
ErraticEngineer Posted January 30, 2019 Author Share Posted January 30, 2019 So with that information in mind can you take another look? If not, I'll see if I can find a primer on A17 modding. I'd only done rudimentary stuff in the past, not overhauled the perk system. Thanks for the back and forth. I learned something, and appreciate it. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 7, 2019 Author Share Posted February 7, 2019 Gonna bump this to see if I can generate some interest. I'm wary to try modding on my own, but if may need to be done if I can't drum up some interest. Thanks for your posts again. -- Lana Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 7, 2019 Author Share Posted February 7, 2019 Attributes to 20. Using xpath and reading other mods I think I've worked it out to where you can level attributes to 20. They already have stuff in place for the bonuses, and work. Perks on the other hand I am not entirely sure how to manage. I'll look into it more at another time, the attributes alone will be a big change. -- LanaExpanded Leveling.zip Link to comment Share on other sites More sharing options...
Cirion Posted February 8, 2019 Share Posted February 8, 2019 I did this a while back. It's a full XML file change though since I'm not good at modlets yet. [ATTACH]27553[/ATTACH] feel free to make it a modlet. In fact I'd love it if you did, since I don't wanna lose all my hard work next major update.progression.zip Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 I'll look into it, it's a lot of changes and I'm lazy, but thank you for your work. It should just be a bunch of appends, but I am not confident at all with how things work. So, I'll work at it and see where it gets me. Link to comment Share on other sites More sharing options...
Annihlator Posted February 8, 2019 Share Posted February 8, 2019 I've used the following xpaths in one of my progression.xml's: strip out level requirements alltogether: <remove xpath="/progression/perks/perk/level_requirements/requirement[@name='PlayerLevel']" /> set all skillpoint requirements to 1 skillpoint <set xpath="/progression/perks/perk/level_requirements/requirement[@desc_key='reqGenericPoints02' or @desc_key='reqGenericPoints03' or @desc_key='reqGenericPoints04' or @desc_key='reqGenericPoints05']/@desc_key>reqGenericPoints01</set> Most perks seem to have a basic set of stuff left or can be easilly extended untill level 10 but reactivating them appears to need an extra set of appends which I can't write right now. Link to comment Share on other sites More sharing options...
bdubyah Posted February 8, 2019 Share Posted February 8, 2019 You can manipulate the descriptions without Localization by doing this (from one of my progression mods): <perk name="perkWeaponsGunsMarksmanship" parent="skillWeaponsGuns" name_key="Marksmanship" desc_key="More accuracy and quicker reload 30% chance to stun on max level." icon="ui_game_symbol_bullet_point"> Mind you, it does try to look for that desc_key in Localization but it obviously doesn't exist so it simply displays what you wrote. Is it possible to use this for just items and such? I can't seem to get it work. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 I can't get the desc_key thing to work for me either. As for the appends, I've finished making Perception Traits, I'm working on Strength, once I get going it's not too bad. And hopefully it'll be a one time thing. One problem is the descriptions hide what's going on under the hood, without the descriptions, you can see duplicates of stuff (for example deep cuts 6-10 show two sets of dismember, but it's really for bladed weapons and chainsaw.) When I'm done I'll post it. Again, lazy, so if I do it now, I won't have to do it later. And hopefully it'll be static enough that I won't have to make a lot of changes, cause I don't want to. If it works for my local game, I'm less likely to want to change things. so maybe I can do the basic one, and then someone can take over support. -- Lana Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 Expanded Leveling with CVar Buff Enhancements. Well, it took much longer than I thought, but here's an expanded leveling set done in xpath. I added buffs for the skills that were based off of them, but didn't modify stuff like Gunslinger or Stay Down! because they're already in a pretty good place. This makes your character godlike, so play on a harder difficulty and probably with more zombie spawns. Anywho, enjoy. -- Lana EDIT: Fixed the perks that weren't working like TheHuntsman. It was a mod conflict along with bad syntax. Everything looks OK? So, give it a shot please. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 Just noticed some perks that have to be hard capped aren't working, will put up a fix. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 Fixed the hard capped levels and some that aren't working but a whole lot of others are working. So, give it a shot. -- Lana Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 Edit: Just notice I'd already posted this. Don't sleep and post kids. -- Lana Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 8, 2019 Author Share Posted February 8, 2019 Updated with one point perks/attributes (oops), and attempted fix at parkour. I got a sprained leg when I shouldn't have so I revisited parkour. Also all skills cost one point because there's no way you can afford everything.zExpanded Leveling.zip Link to comment Share on other sites More sharing options...
Cirion Posted February 8, 2019 Share Posted February 8, 2019 Lol yeah, I had to give myself 3 skill point per level in order to afford everything by something like level 270. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 10, 2019 Author Share Posted February 10, 2019 I'm still getting a sprained leg and stunned with parkour and pain tolerance, I'm not sure why, but I'll look into it. Everything else seems to be working well. Link to comment Share on other sites More sharing options...
ErraticEngineer Posted February 10, 2019 Author Share Posted February 10, 2019 Fixed recipes for living off the land, fixed stun in pain tolerance. Parkour seems to only stop you from breaking your leg from a jump, but not if you get swung on, looking at both progression and buffs. I was getting a sprained leg from a spider zombie. The logic is set up that if it's higher than 4/5 that it gives the bonus, so I didn't have to change anything. Pain Tolerance should be fixed. Crafting Seeds is fixed. Added lines for Sol's Chicken Coops and Rabbit Snares.zExpanded Leveling.zip Link to comment Share on other sites More sharing options...
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