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Thanks for sharing this information.
As soon as you extract the mod files with GUTS, the skill tree files will get corrupted. This is a known issue with the editor. Starting at level 17, end tags in the file will get screwed up. Example:
[LEVEL17]
...
[/2403579452]
That bracket in the end is supposed to be [/level17], but GUTS messes it up. This also happens for LEVEL18, LEVEL19 etc. If you reintegrate the mod files without fixing this, any skills from level 17 onwards wouldn't work.
Therefore, what you would have to do is to edit all files in MEDIA\SKILLS\GENERAL\PASSIVES and fix those tags manually. Afterwards, a recompilation with GUTS should produce a functional mod.
@ (author): Hello!
Do we have your permission to use and edit your mod for our project involving a balanced overhaul of the original classes while crediting all the original authors whose mods are involved including yours?
We will comply with your response and will not use your mod if you do not wish it.
Thanks for all your hard work! We appreciate it! ^_^
As an aside, also, how do I update the imageset files?
The problem with my method is that when you hover over the skill in the skillbar/HUD you'll see Tier 4 and Tier 5 text at the bottom of the skill description. I'd recommend just putting all the extra tier text into Tier 3 Unlocks field and then using Translate on it at level 20 and 25 so that it doesn't do that (Assuming it works). Hope that helps.
Just in case you didn't know, each level of a skill references affixes to determine what the skill does when you have it at that level. Because of that, you can make a passive skill give you any number of different boosts (Like Level 1 giving you 10 more life, and level 2 giving you 0 life but 50 strength).
Most of my skills reference an affix that is their own name. Then after the skill gains a new effect to it, it ends the name with T2, T3, or T4. The reason why skill levels use the same affix but get stronger is due to the GraphOverride. When used, the affix uses the graph put in the graphoverride field to make the amount of whichever stat you get be based on the skill's level.
...continued.
As for the graph thing, it might just be me not really knowing how the Affixs work at a deep enough level, so i will take your word that it works. I was just saying that it references the strenght bonus t3 graph and how it might cause an unexpected jump in stat values, not that it would give critical damage randomly, if that makes sense
which was the base for the skills) differing from Active skills which use <Integer>Max_Invest_Level: . I'm not sure if that would change anything so I'll take a look around online for any info regarding that.
Dexterity Bonus adds a 10% bonus to Dodge chance at level 10 and a 10% Reduction to your Fumble Chance at level 20. From my testing today and looking at the files, those values are correct. The graph override is set to GENERAL_STRENGTH_BONUST3 .
Perhaps you have an old version and your character is binded to the old skills? I don't think I ever had Critical Hit Chance or Damage linked to that skill as a tier bonus though.
Another thing I noticed is that the Dex passive uses the Str T2 graph for the Crit and Fumble chance tier bonuses, which would have boosted them up to 25% at level 20, when it only says that they should be 10% based on the tool tip, so I added another graph for those bonuses specifically
Those are the only changes made because I think this is a great mod, and I thank the original auther for the time and effert put into it.
(I can publish the updated mod with full credit if requested, and the original auther does not update themselves)
http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=240
You can try unsubscribing and redownloading this mod or moving it on the priority list. I really am not sure how it works out with other mods compatability wise so I can't help much with that.
Guts isn't the easiest modder to pick up and use I tried it today witht his in mind. Given that the class mods all still seem to be partially done and the difficulty of even figuring out the filesystem driving guts for now I guess I sit back and wait.
Just wanted you to know I loved the mod and would love to see it put together with a few other mods that mainly add options not POWER. This one obviously adds power itself but that's exactly why I think it would make a good Base mod for a collection.
Awesome mod bro. Using it right now in both forms. Thanks a ton.
Feel free to take this version, unpak it with GUTS, and edit the Skill points per fame level Graph to do the increase.