If it has to work for current saved games, that would probably mean needing to run a check whenever a game is loaded, yes? My preference is that it can work on saved games, but it does not NEED to work on current saved games if it would produce too much overhead checking for that. So I suppose the simplest solution to avoiding giving extra Talent points via respec mirrors is that you still will need to have Warfare 1 to take Opportunist. I wouldn't mind if it was handled in a way "just give it to all characters for free", except for this issue: The Free Pet Pal mod does not seem to take into account what happens if you use a respec mirror and remove the free Pet Pal point, thus giving you an extra, and I'm not sure that it's possible to account for that if you already spent it on something. The minimum requirement would be that if you spend a Talent point into Opportunist, the game awards you a free Talent point. And there are many other builds also affected by that. If I were to adjust my build to take Opportunist first, that would mean my build could not even get started until level 8. Attacks of Opportunity are so important that it seems like they should be a core part of the gameplay, not locked behind a Talent. Opportunist on a melee fighter is non-optional. ![]() I reached level 4 with that party, but by that time it became clear that a melee fighter without Opportunist was absolutely crippled at their job. The character in question fights in melee range and attacks enemies relentlessly without regard for self-healing, so the explosion will damage and take out another enemy. The idea was to take Unstable and Morning Person as the first two Talents. The reason why I want a "Free Opportunist" mod is because shortly before the DE came out, I started a unique build, the "Exploding Kamikaze". Something to help me get started would be fantastic, it's much more than I was expecting. Does the editor only work for the Vanilla version and not Definitive Edition? EDIT: That can't be it, the settings are pointing to the DefEdData directory, it must support it. I wanted to look at the mod whose functionality I'm trying to duplicate, but when I hit "Import Project" in the Divinity Engine, it says "Select the module you want to import from the 'Divinity Original Sin 2\Data\Mods' folder", but even when I try to point it to the right directory, it's not seeing it and gives a "Failed to import module 'Mods'! Mods folder can't be found." ![]() I thought that meant you didn't need to touch them. I did look at the other files, but they said they were automatically generated (do not modify). Maybe I've inferred incorrectly on how you tried to do this, just guessing based on what I've read here. Your mod needs a valid story, which is compiled from those text files that reside in the Goals directory. ![]() If all you did was extract her package and then try to create your own version with modified text files under the ".\Story\RawFiles\Goals" directory to add Opportunist.
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