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This mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2020334615
I want to change those, not the skills.
Can you add an option to change talents also?
That's exactly what I'm looking for. I want to change some of the innate/racial traits of a character.
But it doesn't explain how to do it.
Can you edit the description of the mod to add instructions on how to do this? (I'm not seeing any option at character creation).
Before I knew this, I used to resolve the issue with a clean DOS2 reinstall (removed all mods manually and unsubscribed), followed by installing only essential mods. That's an option if you don't want to compare versions one by one.
1. How many mods do you have active?
2. What is the mod version of Innate Talents for all players?
3. What is the game version for all players?
4. Is everyone on Steam, or are you trying to play with someone who has a GoG release?
Talents are defined in engine code, walled away from mods, so simply renaming the display name wouldn't create a null issue, as it doesn't affect whether the talent exists or anything - only what it's displayed as.
Do any of your mods do something if a character crits? Or perhaps if a character has a specific talent? Perhaps one of them is trying to do something that only works on players, so that causes a crash when it tries to do so for an NPC.
Enemy Upgrade Overhaul is one of my other mods, so there's no conflict between that and this mod, as I use them together all the time.
I had the same feeling, with Innate Talents and Enhanced Talents clashing to some degree. Executioner was modified by both mods in different ways, so maybe?
I thought it might be something to do with Enemy Upgrade Overhaul conflicting with it, as "Enemy Upgrade Overhaul overrides a handful of base enemy weapon stats to apply the Savage Sortilege talent to enemies, allowing their spells to crit." That said, even when EUO was removed the game was still crashing.
To be honest, I'm really not sure. My only real guess was that the abilities being renamed to have (innate) in them might have conflicted with other mods trying to use the original abilities, and when they triggered it might have given something akin to a null-reference error.
As for compatibility, Enhanced Talents may edit the same The Pawn movement value. Not sure. That wouldn't cause a crash though - The mod lower in the order would win out, stats-wise.
The only other thing that comes to mind is Innate Talents removes the requirement for The Pawn, and tweaks the requirement for Executioner (so you can have that and The Pawn). If you added a mod that overrides that after you had already gotten both talents, that could have perhaps caused an issue of the requirements reverted.
My friend and I have an issue with this mod that I think might be an incompatibility with another mod. I, however, have absolutely no clue what it might be, but if I had to guess it would be the savage sortilege.
The issue was reproducible pretty much any time during combat on... Attacks? We had an issue in Grif's camp where we'd crash halfway through the fight.
The mod serves its purpose, as we still have the talents for free even after removing it.
Thanks for the mod, just thought you might want to know.
Maybe you could tell me what mod might be incompatible with this? Here's our mod list: https://steamcommunity.com/sharedfiles/filedetails/?id=1522060655
Compatibility-wise, this mod is very simple. It's got one story script, three stat files, some effects, and that's pretty much it. Skill-wise, it only adds two new skills (the Necromancer replacer), which aren't visible unless you apply that replacer preset via the settings menu.
That's why it may boil down to data desync if you two have different versions of mods, or the game, as crashing in CC or the skills screen doesn't make sense in context of this mod (since it doesn't add anything to those by default).
@ChaosRonin Being a "Saint" and taking the least amount of gold doesn't do anything beyond making you more self-righteous, in a tongue-in-cheek sort of way.
Racial talents aren't currently on the list of things to swap, mainly because they have a little caveat where you can't see talents for other races in your character sheet, and certain ones like Corpse Eating may not work (I haven't tested this since Classic, but back then, Corpse Eating on non-elves didn't start dialog and still hurt you when you ate corpses).
Also will this mod be expanding to cover racial talents that give civil bonuses?
By the way the description is a little lacking now that you can replace all racial abilities.
1. " The Definitive D:OS2 Mod List (2018) "
2. " The Multi-Player Definitive D:OS2 Mod List (2018) "
Congrats & Thanks for your awesome mods! (Sorry for the spam!)
Otherwise all innate talents are added after CC, when a character joins the party, or upon loading an existing save that previously didn't have this mod. If a character already had any of the talents, you'll be refunded the appropriate amount of talent points.