Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"I'll be talking to code about if there's something we can do here, but if not, and until we conclude something. I recommend you work around the issue by defining more skill tiers in character_experience_skill_tiers, the issue occurs when a node exists outside the valid tier range derived from this list."
Now that we spell intesity, you could also further differenciate the casters, by implementing more intensity buffs into their skills!
Love this mod.
It would be better to just write a new script from scratch.
I want to ask whether it would be okay to implement this into my skill tree overhaul mod that I'm working on. I would have to edit the scripts probably and cut down on stuff since I'm really just interested in the essential stuff for letting lords with mixed lores choose their spells.
If you'd prefer to chat on Discord I'm "Mr. Tarzan#7891"
I'm also using Mixu's mods.
Good thing at least the game still works after disabling the mod. And a gimped Malagor in a Taurox campaign doesn't really matter. A Taurox campaign is all about Taurox.
I'll give it a closer look. Don't expect a solution in the near future though.
Thorek: https://imgur.com/a/NbIOxV6
Taurox: https://imgur.com/a/70d3xrN