I'm currently working on an update for A21, but only without the level locked or SMX version at the moment.. It'll include some features and balance changes I'd already intended to release around 1 1/2 years ago, before I've ran into some health issues. TFP made some changes to a few variables and their designations, which stopped the current version from infusing my perks correctly.
I've uploaded a temporary hotfix for A21, with no new features or balance changes for the time being. I hope to release a bigger update soon, but can't guarantee anything, as I'm pretty short on free time right now.
For additional skill points per levelup, a smaller exponential xp curve, static experience or a higher max level, check the mod details for the links.
As there are requests for a serverside version, here's a short instruction which just changes the symbol for the Custom Perks tab at the top.
Open up the progression.xml in the mod folder.
Go to line 8, it should show the following: <attribute name="attprestige" name_key="attPrestigeNeme" desc_key="attPrestigeDesc" min_level="1" max_level="1" icon="cp_prestige">
change icon="cp_prestige" to another symbol included in the vanilla game, for example the basic + symbol (icon="ui_game_symbol_add")
Save the changes and start the game. If it shows a + instead of the trophy, it'll now be visible clientside too
The new 3.1 file contains several bug fixes and ports all references into a whole new localization.txt. To avoid losing perk points, use a forgetting elixir first. After that just delete the old files and unzip the new version into your mod folder.
If you want to provide a localization, feel free to send me the modified localization.txt, and I will gladly include it in the main file with an upcoming update and upload it as an optional file for the time being. Of course you'll get credited for your work.
Next: You'll either have to remove armor specialist from the perks section in the progression.xml in the cpps folder [line 77], or change the name slightly like this;
The only thing you change is the PERK NAME as it already exists in DF, it'll still keep the name in the skill tree just fine.
Which brings me to the last thing i had to do to make it work properly which was add the [base_skill_point_cost="1" min_level="0" max_level="5"] line to each perk, the 10 point perks have a maxlevel='10' right after the perk name but you still need to add[base_skill_point_cost="1" min_level="0"] just before it, no brackets obviously.
Sorry for the long post, i'm not exactly savvy with modding so i'm sure someone might come up with a better or simpler way to get it going but i tested it with points in it all and it all worked fine, hopefully this helps someone out.
I managed to get it working myself. The big block of code Phaera put at the start is really just 3 changes from Line 7 to 24 of CPPS's progression.xml . At line 7, replace [@name='attCrafting'] with [@name='attTechnology'] At line 16, replace "/progression/skills/book_group[@name='skillWasteTreasures']" with "/progression/perks/perk[@name='perkAcceleratedHealing']" At line 24, replace [@name='perkLockPicking'] with [@name='perkAcceleratedHealing'] (Note that the brackets above are included in the code, unlike the ones below) Then, you need to adjust the name(s) of the ArmorSpecialist Perk in CPPS's files, but I opted to just delete the perk rather than brute forcing my way through changes that I'd have to test by relaunching the game repeatedly.
And finally, you'd need to make sure each perk had (without brackets) [base_skill_point_cost="1" min_level="0" max_level="5"] for 5 level perks like Heat Synergy, or [base_skill_point_cost="1" min_level="0" max_level="10"] for level 10 perks like Recuperate, placed inside of the <perk> section. This is made fairly simple(at least in Notepad++ via the find and replace all function) since the level 5 perks are all located just below line 24, and all the level 10 perks after that already had the (without brackets)[max_level="10"] For example, here's what the <perk> section looks like for Heat Synergy <perk name="perkHeatSyn" parent="skillPhysical" name_key="HeatSynergyName" desc_key="HeatSynergyDesc" base_skill_point_cost="1" min_level="0" max_level="5" icon="cp_heatsyn"> and Recuperate <perk name="perkRecuperate" base_skill_point_cost="1" min_level="0" max_level="10" parent="skillPhysical" name_key="RecuperateName" desc_key="RecuperateDesc" icon="cp_Recuperate"> Hope this helps anyone trying to make this work on DF.
Would love if you could upload it, I got stuck at the part where you have to add the base skill levels to each parameter as I don't really know where in the code I'm suppose to put it and it just seems to mess my game up with testing it.
Guys, I'm a lover of this mod. Since I met him, I don't know how to play without him, whether it's Vanilla, Darkness Falls, Undead Legacy, Sorcery... Anyone. So I also think the tutorial above is a bit complicated, if anyone knows and has already done it, can only upload what is necessary and post the link, it will have made someone very very happy.
love this mod makes the game much more replayable my ony complaint is alot of the crafting is done instantly with this mod bout the only think i would change so far ....great work man really
Thanks for update, great work, Im back for A19 :D First a big issue, I cant buy any perks, it say NA on all ?
I see that many perks add similar things to what already in the game, so I wonder if everything stack? I like to use this as something players can get access to later in the game like level 150, on top of Darkness Falls. How can I make it so I only get access at level 150? I really appreciate any help :)
Ok I fixed it now I think. This is missing from all the perks: base_skill_point_cost="1" min_level="0" max_level="5" When I added this after desc_key for each perk NA is gone and all seem to be working. Ofc some skills have max level 10 so max_level need to be adjusted for each skill.
Ok its working with DF now. Only thing I did was to change attribute xpath to match DF, and remove insertBefore xpath with append xpath since it have no purpose in DF.
For integration with DF: I changed so Prestige tree open up at lvl 150 for 1 skill point, so perks in DF still have its purpose. And I added attribute attPrestige as requirement to all perks so perks cant be bought before prestige is opened up. Also added skill points cost to all perks so they could be bought.
Still a one things I wonder about. I see that many perks add similar things that perks in vanilla and Darkness falls do, so I wonder if everything stack, or can there be things that is colliding?
Sorry for the late reply. New perks with the same operators as already existing ones will stack. Keep in mind that they will stack additve, not multiplicative. Even if they add % values, the percentual values will either be added or substracted from the corresponding operator. This goes for almost all operators.
E.g - +200% entity damage from perk x + 100% entity damage from perk y on top of the base of 100% entity damage will result in a total of 400% ED. So hitting an entity with your 25dmg club would do the quadruple amount of 100dmg now.
Greetings and salutations. I absolutely love this mod and have been trying to get it to work with DF. My skills at mod editing are quite limited however :P Would you be so kind as to explain in more detail how you got this to work with DF please? I would greatly appreciate it as all my efforts thus far have failed.
Any chance that you would be able to supply the actual code for the changes you made for the mod to work with DF? Your descriptions of the change are helpful, but I am dumb and cannot seem to make it work on my own. Thank you in advance if you are able to.
What perks that work well with DF I have not sorted out yet. I'm slowly integrating this into DF, when Im done I will share it with you. But I also have tweaked DF very much, like my level limit is 750, DF 250 I think, and this is reflected in this mod.
Hey Tar, me and my friend would love to use this mod on DF, would you be able to upload your configs? I would love to see what you have done to make it work and balance it out a little bit ^^
Sry for late reply. Its working ok with DF, but its not balance well and there is still uncertainty about stacking of bonuses added by the mod. I will make it more balanced this week, and I can upload it to share when done, hopefully this week. The reason I have not finished is because when playing with friends we usually stop playing before reaching level 200. Now Im playing alone so Im soon level 200 and have to fix it :P
Tar, do you think you could walk me through what I need to change to get this to work with DF? I'm not too fussed about setting any reqs, I just want it to be in and working. I and the others playing are all a high enough level anyway, and playing on insane. Could just do with the buff.
If at all possible, I'm looking into the files and I'm guessing from your posts I have to add a LOT of things. Is it possible for you to upload your settings at all? This would really help me out Cheers - Ceph :)
Hi, I have a balanced version for DF ready in 2-3 days, working with it now, then I need some testing. The only thing I have done is to make it available at higher levels, removed all perks doing the same as tech/bio perks in DF, and balanced all to fit into DF. There is not really much to do, I think it it working with DF out of the box, anyway higher up in this thread I have linked to some changes I have done. I will upload it when done after speaking with author.
Hi, yeah it is finished. Just remember it is strongly modified to fit into DF. There is still some perks Im not sure if they add or replace some DF/original game perks, but we played with a few games now and it seem to work ok. Since many perks are powerful, we use for end game, starting from level 200. Only tested with A19, but I see some here say it work with A20. If you need any help just contact me.
PS: Since we play with many more ore's underground I have moved some to different biomes, so the mineral sense perk will give different ore's expected in each biome.
hey with the instructions from "Tar" and the power of copy and past i somehow got the mod to work with DF (but i had to delete the ArmorSpecialist perk and for some reason the Acrobatics perk from the mod doesn t work) for me good enough. if someone is still interested. tell me were i can upload the xml. file :)
thank you sir i was trying to find a mod that made the area on the ui these popped into longer/bigger/ the icons smaller so i could have more since with 21 it adds and extra there so its i donn stupid XD hope a mod comes out that maes that area able to have more XD
367 comments
I've uploaded a temporary hotfix for A21, with no new features or balance changes for the time being. I hope to release a bigger update soon, but can't guarantee anything, as I'm pretty short on free time right now.
For additional skill points per levelup, a smaller exponential xp curve, static experience or a higher max level, check the mod details for the links.
<insertAfter xpath="/progression/attributes/attribute[@name='attTechnology']">
<attribute name="attprestige" name_key="attPrestigeNeme" desc_key="attPrestigeDesc" min_level="1" max_level="1" icon="cp_prestige">
<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
<effect_group>
<effect_description level="1" desc_key="PrestigeBase" long_desc_key="PrestigeLongDesc"/>
</effect_group>
</attribute>
</insertAfter>
<insertAfter xpath="/progression/perks/perk[@name='perkAcceleratedHealing']">
<skill name="skillPhysical" parent="attPrestige" name_key="Physical" desc_key="PhysicalDesc" icon="cp_physical"><effect_group/></skill>
<skill name="skillMental" parent="attPrestige" name_key="Mental" desc_key="MentalDesc" icon="cp_mental"><effect_group/></skill>
<skill name="skillMeleeMasteries" parent="attPrestige" name_key="MeleeMasteries" desc_key="MeleeMasteriesDesc" icon="cp_meleemasteries"><effect_group/></skill>
<skill name="skillRangedMasteries" parent="attPrestige" name_key="RangedMasteries" desc_key="RangedMasteriesDesc" icon="cp_rangedmasteries"><effect_group/></skill>
<skill name="skillLuckPerks" parent="attPrestige" name_key="Luck" desc_key="LuckDesc" icon="cp_luckperks"><effect_group/></skill>
</insertAfter>
<insertAfter xpath="/progression/perks/perk[@name='perkAcceleratedHealing']">
Next: You'll either have to remove armor specialist from the perks section in the progression.xml in the cpps folder [line 77], or change the name slightly like this;
<perk name="perkArmorSpecialisation" parent="skillMental" name_key="ArmorSpecialistName" desc_key="ArmorSpecialistDesc" base_skill_point_cost="1" min_level="0" max_level="5" icon="cp_armorspecialist">
The only thing you change is the PERK NAME as it already exists in DF, it'll still keep the name in the skill tree just fine.
Which brings me to the last thing i had to do to make it work properly which was add the [base_skill_point_cost="1" min_level="0" max_level="5"] line to each perk, the 10 point perks have a maxlevel='10' right after the perk name but you still need to add[base_skill_point_cost="1" min_level="0"] just before it, no brackets obviously.
Sorry for the long post, i'm not exactly savvy with modding so i'm sure someone might come up with a better or simpler way to get it going but i tested it with points in it all and it all worked fine, hopefully this helps someone out.
You think you could do that DF works also with Perk Mastery?
Can you perhaps explain this better which entry in which progression.xml goes where?
At line 7, replace [@name='attCrafting'] with [@name='attTechnology']
At line 16, replace "/progression/skills/book_group[@name='skillWasteTreasures']" with "/progression/perks/perk[@name='perkAcceleratedHealing']"
At line 24, replace [@name='perkLockPicking'] with [@name='perkAcceleratedHealing']
(Note that the brackets above are included in the code, unlike the ones below)
Then, you need to adjust the name(s) of the ArmorSpecialist Perk in CPPS's files, but I opted to just delete the perk rather than brute forcing my way through changes that I'd have to test by relaunching the game repeatedly.
And finally, you'd need to make sure each perk had (without brackets)
[base_skill_point_cost="1" min_level="0" max_level="5"]
for 5 level perks like Heat Synergy, or
[base_skill_point_cost="1" min_level="0" max_level="10"]
for level 10 perks like Recuperate, placed inside of the <perk> section. This is made fairly simple(at least in Notepad++ via the find and replace all function) since the level 5 perks are all located just below line 24, and all the level 10 perks after that already had the (without brackets)[max_level="10"]
For example, here's what the <perk> section looks like for Heat Synergy
<perk name="perkHeatSyn" parent="skillPhysical" name_key="HeatSynergyName" desc_key="HeatSynergyDesc" base_skill_point_cost="1" min_level="0" max_level="5" icon="cp_heatsyn">
and Recuperate
<perk name="perkRecuperate" base_skill_point_cost="1" min_level="0" max_level="10" parent="skillPhysical" name_key="RecuperateName" desc_key="RecuperateDesc" icon="cp_Recuperate">
Hope this helps anyone trying to make this work on DF.
Sorry it took literally months to get back, work made me forget
First a big issue, I cant buy any perks, it say NA on all ?
I see that many perks add similar things to what already in the game, so I wonder if everything stack?
I like to use this as something players can get access to later in the game like level 150, on top of Darkness Falls. How can I make it so I only get access at level 150?
I really appreciate any help :)
This is missing from all the perks: base_skill_point_cost="1" min_level="0" max_level="5"
When I added this after desc_key for each perk NA is gone and all seem to be working.
Ofc some skills have max level 10 so max_level need to be adjusted for each skill.
Only thing I did was to change attribute xpath to match DF, and remove insertBefore xpath with append xpath since it have no purpose in DF.
For integration with DF:
I changed so Prestige tree open up at lvl 150 for 1 skill point, so perks in DF still have its purpose.
And I added attribute attPrestige as requirement to all perks so perks cant be bought before prestige is opened up.
Also added skill points cost to all perks so they could be bought.
I see that many perks add similar things that perks in vanilla and Darkness falls do, so I wonder if everything stack, or can there be things that is colliding?
E.g - +200% entity damage from perk x + 100% entity damage from perk y on top of the base of 100% entity damage will result in a total of 400% ED. So hitting an entity with your 25dmg club would do the quadruple amount of 100dmg now.
Take care
Lurch
Im not finished tweaking this for DF yet, its something I in the end when all my modding is done :)
Anyway, what is your problem?
Any chance that you would be able to supply the actual code for the changes you made for the mod to work with DF? Your descriptions of the change are helpful, but I am dumb and cannot seem to make it work on my own. Thank you in advance if you are able to.
First I setup attPrestige like this:
https://pastebin.com/nqXKquiJ
Then Im doing this withe each perk:
https://pastebin.com/Js2n3sgN
What perks that work well with DF I have not sorted out yet. I'm slowly integrating this into DF, when Im done I will share it with you. But I also have tweaked DF very much, like my level limit is 750, DF 250 I think, and this is reflected in this mod.
I will make it more balanced this week, and I can upload it to share when done, hopefully this week. The reason I have not finished is because when playing with friends we usually stop playing before reaching level 200. Now Im playing alone so Im soon level 200 and have to fix it :P
If at all possible, I'm looking into the files and I'm guessing from your posts I have to add a LOT of things. Is it possible for you to upload your settings at all? This would really help me out
Cheers - Ceph :)
The only thing I have done is to make it available at higher levels, removed all perks doing the same as tech/bio perks in DF, and balanced all to fit into DF.
There is not really much to do, I think it it working with DF out of the box, anyway higher up in this thread I have linked to some changes I have done.
I will upload it when done after speaking with author.
I want to start with thanks for this awesome mod! I think it is great and have a lot of fun!
Tar,
I was wondering if you ever finished your balanced version for Darkness Falls would be willing to share?
Since many perks are powerful, we use for end game, starting from level 200. Only tested with A19, but I see some here say it work with A20.
If you need any help just contact me.
PS: Since we play with many more ore's underground I have moved some to different biomes, so the mineral sense perk will give different ore's expected in each biome.
Here is a link, hope it work:
https://drive.google.com/file/d/1-PKS1y-WPElYMpqF_5RZasp2Daxwl1Sk/view?usp=sharing
I will upload a working link.
I hope this will work:
https://drive.google.com/file/d/1-WUH8q_EjbhJyI3pCeG6-hpBN34sbF1U/view
Or your file on any file storage
https://drive.google.com/drive/folders/1_Iun-4fM7-lwI7QqQQJVwzhl3YN7YiUd
Поверх мода ставится.