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But I can't get it to work.
The Older Relams somehow has priority and can't be overwritten by Adjustable Leveling.
Will have to look into Shokuho at some point.
Once a skill hits that learning limit, the learning modifier goes to 0.0 and the skill can no longer be increased.
You can either increase the learning limit by modifying the above mentioned modifiers, or set a "Minimum Learning Rate", which allows for leveling skills beyond the learning limit, practically to infinity.
Fixed changes window localization
Fixed changes window disabling mouse when continuing campaign with old settings
New settings with "changes window shown" flag set saved immediatly upon closing window
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That should fix the issues, though if you continue a campaign from launcher you will see the changes window twice - once for the campaign and once when you launch the game without continuing.
If anyone is concerned, I have no intentions of breaking compatibility again unless absolutely required. WIth the constant confusion of how the modifiers applied I just felt it necessary to finally simplify them. Albeit now you need to set more settings, they apply only to the respective characters.
As a stop gap solution while the issue persist - while we can not use the old version of the mod on Steam Workshop, we can get previous versions from Nexus mod - i just reverted for the time being.
For those who dont want the panel warning appear everytime start the game there an option to it
Option - mods - adjustable leveling - scroll down there a "show version panel etc" uncheck the box
https://imgur.com/a/iHoB3xQ
On a side note: Just resetting the user settings isn't very nice. I understand the system changed, i think the change is good and its nice to have a heads up. However just deleting all the settings - mine were tuned over several playthroughs, i do not remember all of them and without a back up it is a bit unfortunate.
Triggered a bug in my game. I got a warning menu with errors, and I couldn't close it.
Reworked modifiers to no longer override each other but instead be set per skill user
Added Companion modifiers
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ATTENTION: I finally went and changed how the modifiers are applied, they no longer override each other and instead are set per skill user. You will need to go through your settings again before you continue your campaign, make sure to set the settings again!
A warning for this has also been put into place when you start the game to remind of this.
Skill XP Modify - X%
NPC XP Modify - 0.10%
Clan/companion XP Modify - X%
Solved the issue for npc
Thanks Syrus!
"Skill" affects everyone unless you set "NPC Skill" or "Clan/Companion Skill" to anything other than 0. So if you want NPCs to level at normal rate, just set the NPC modifier to 1.0.
It prioritizes in the following way:
"Companion Skills > NPC Skills > Skills > Companion Skill XP Modifier > NPC Skill XP Modifier > Skill XP Modifier"
It's because I didn't want to have to set the setting for each "group" (player, NPC, Clan/Companion...) separately, it turned out more complicated than necessary and I can't really change it without messing up people's settings.
Maybe I should just finally change it and make them separate for each group...
Would be helpful to figure out the issue in case other people also run into it
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@jacobsmbarlass
EA? There's an early access version around right now? No idea, test it and give feedback on what happens, really depends on what they changed
i am going to stick with older version for now
thanks
If you get a report, that would likely be helpful to look through
if you know a way i can find a crash file or something please let me know otherwise its not a problem right now
ty best regards
as for mods i use well they are too many XD idk best way to share them but i am able to launch the older version 1.2.12.0 so i am not that worried about it currently
What happens? Which game version? What other mods do you use? Etc...
Major mod rework (code-wise, but not functionality-wise)
Using Fluent API instead of Attributes for settings - hopefully keeping compatibility with previous version
Implemented compatibility with The Old Realms mod
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I have not looked into trainers since, honestly, I don't remember where to find them!
And...please don't call me Sir, I don't need to feel even older D:
Would have to look into how TOR handles the leveling model and how it adds the new skills - and/or figure out which parts are not working/incompatible.
Could even be a better option to make a separate version for TOR, instead of trying to make this version compatible with it.
...first would have to download TOR again, I unsubbed from it literally two days ago.
My test is usually to crank up the values excessively and see the effect. For example, you'll quickly notice if skill leveling is properly affected when you max out the modifier
Back when I made that thumbnail, AI was not yet as big of a thing, interestingly enough...also, I'm lazy and not good at arts, so that's all I got and all you get! :P
...don't know about the XP tweaks, but I would expect it to be overridden by this mod or there to be some conflicts.
Real question - can this just utterly replace XP tweaks?
Rebuild with up-to-date files
Maximum for MaxAttribute & MaxFocusPerSkill increased to 1000
Hopefully it fixes some issues people have?