Hey Edhelnaur, do you know if there's any way to completely remove the awakened passive from a character? I've tried to run the following command via cheat engine{$lua} if syntaxcheck then return end passive = "CRE_GithInfirmary_Awakened" [ENABLE] AddPassiveToPlayer(passive) [DISABLE] RemovePassiveFromPlayer(passive) The thing I noticed was if you run this against a fresh character that didn't have the awakened passive in the first place, then you can freely add/remove the passive. But if the character already had the passive from the story then the script can't remove it.
Yeah I ran into this problem when making the mod as well. I'm pretty sure there's a story flag set whenever the character gets the passive from the Zaith'isk that will reapply the passive (or something to that effect). I did some digging trying to find it when I originally published this but never ended up finding where that flag was set
Flag: <node id="Flags"> <attribute id="Description" type="LSString" value="Set if you manage to activate the device and get the new power." /> <attribute id="Name" type="FixedString" value="CRE_GithInfirmary_Event_GainNewPower" /> <attribute id="UUID" type="guid" value="b47d78c8-5a2e-43ac-a446-222f956a9cbe" /> <attribute id="Usage" type="uint8" value="4" /> </node> Script that applies the status:[code]Osiris Script: Act1b_CRE_GithInfirmary
IF FlagSet((FLAG)CRE_GithInfirmary_Event_GainNewPower_b47d78c8-5a2e-43ac-a446-222f956a9cbe, _Player, _) AND GetFlag((FLAG)CRE_GithInfirmary_Event_DamageBrainINT_75d34f4d-9c2b-4a24-ae37-1f97ed7e3c5f, _Player, 0) AND GetFlag((FLAG)CRE_GithInfirmary_Event_DamageBrainCON_bf6318b5-50eb-44b6-80ae-4e451440df6e, _Player, 0) AND GetFlag((FLAG)CRE_GithInfirmary_Event_DamageBrainWIS_af9dce87-4534-413d-9b54-2e8db6857216, _Player, 0) THEN ApplyStatus(_Player, "CRE_GITHINFIRMARY_AWAKENED", -1.0, 1, S_CRE_InfirmaryDevice_df843052-358f-487e-a3e2-8dafa0aaf6a6);
Flag is set through correct dialogue options in the these dialogue trees: 7131b9d6-232d-f988-7cff-7d1630dce3c5 170e8bdc-98e4-2bb9-54df-fe1d200e7986 fa50947f-7845-7433-13e9-fd3084d070a0
Just trying a mod that is totally broken/incompatible runs the risk of completely f*cking your game/save/mod list. So I'd rather get an answer on if it is okay to install before just willy nilly adding mods to my game. Especially considering I'm almost done with setting up my current mod list with well over 100 mods. I'm not just gonna chance throwing away all that time and effort of testing and troubleshooting.
Silly question: if i didn't pass the checks on the chair, can i still get the passive with this mod? I completely forgot there was a passive and i stopped it... I'm already deep in Act II and i just remembered about the passive and oh surprise, it's too late x_x
Installed this right before Araj, ring is there, gives a spell that changes actions to bonus actions, no awakened tag under character and I see no way to reverse, I did not do the checks at the zaithisk. Am I missing anything?
Yeah so once you cast the spell from the ring the toggleable version of the Awakened passive should be in your passives tab (either in the hotbar or in the full spells screen). Clicking it in the hotbar should have it go between bonus and full actions.
"Awakened automatically gets put in your hotbar passive section if using the Zaith'isk" Does this mean just interacting with it or do I need to actually earn the awakened passive first?
That just means that if you pass the three checks in the Zaith'isk to earn the awakened passive, it'll automatically give you the toggleable version instead
Only request... Is it possible to make it so it doesn't highlight all of the powers when the toggle is active? I'm speaking of the white border as in your 2nd image.
Note that you can also get this with an Arcana 30 check while Lae'zel is in the Zaith'isk. The vanilla description is just as incorrect for this case as this mod's; but it may still be worthwhile amending the text to make it work with both of the ways you can acquire the power.
Is this mod the simplest way to add the awakened tag to my character? I’m the only one in my party that uses illithid powers but someone else used the zaith’isk. I’m really disappointed and just want to add Awakened to my character with as few mods as possible. Does just downloading 1.0 add it to my character, or do I need the ring and it’s requirement for that? Do you know of any way to add the passive without mods?
As far as I know there's no way to get the passive after the zaith'isk without mods. v1.0 only changes the passive from always on to toggleable for the character that already has it, whereas 1.1 lets you add it to new characters with the ring. You can give characters passives with the script extender required by this mod, however.
I think the command you'd enter into the console is 'AddPassive(GetHostCharacter(), "CRE_GithInfirmary_Awakened")' while having the character you want the passive on selected. Keep in mind it won't be toggleable. It should work but I haven't tried this myself though
31 comments
{$lua}
The thing I noticed was if you run this against a fresh character that didn't have the awakened passive in the first place, then you can freely add/remove the passive. But if the character already had the passive from the story then the script can't remove it.if syntaxcheck then return end
passive = "CRE_GithInfirmary_Awakened"
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)
Flag:
<node id="Flags">
<attribute id="Description" type="LSString" value="Set if you manage to activate the device and get the new power." />
<attribute id="Name" type="FixedString" value="CRE_GithInfirmary_Event_GainNewPower" />
<attribute id="UUID" type="guid" value="b47d78c8-5a2e-43ac-a446-222f956a9cbe" />
<attribute id="Usage" type="uint8" value="4" />
</node>
Script that applies the status:
[code]Osiris Script: Act1b_CRE_GithInfirmary
IF
FlagSet((FLAG)CRE_GithInfirmary_Event_GainNewPower_b47d78c8-5a2e-43ac-a446-222f956a9cbe, _Player, _)
AND
GetFlag((FLAG)CRE_GithInfirmary_Event_DamageBrainINT_75d34f4d-9c2b-4a24-ae37-1f97ed7e3c5f, _Player, 0)
AND
GetFlag((FLAG)CRE_GithInfirmary_Event_DamageBrainCON_bf6318b5-50eb-44b6-80ae-4e451440df6e, _Player, 0)
AND
GetFlag((FLAG)CRE_GithInfirmary_Event_DamageBrainWIS_af9dce87-4534-413d-9b54-2e8db6857216, _Player, 0)
THEN
ApplyStatus(_Player, "CRE_GITHINFIRMARY_AWAKENED", -1.0, 1, S_CRE_InfirmaryDevice_df843052-358f-487e-a3e2-8dafa0aaf6a6);
Flag is set through correct dialogue options in the these dialogue trees:
7131b9d6-232d-f988-7cff-7d1630dce3c5
170e8bdc-98e4-2bb9-54df-fe1d200e7986
fa50947f-7845-7433-13e9-fd3084d070a0
Only request... Is it possible to make it so it doesn't highlight all of the powers when the toggle is active? I'm speaking of the white border as in your 2nd image.