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stntn

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16 comments

  1. stntn
    stntn
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    Sticky
    Works with patch 8. Please let me know in the comments if you find a bug.
  2. godzillasaurus
    godzillasaurus
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    Far as I can tell this works beautifully with no problems on the current patch. Thank you!
    1. stntn
      stntn
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      Appreciate the update, haven't played for a while.
  3. Pradoxal
    Pradoxal
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    I need viceversa of what you achieve
    Passive boost (no upper bound): <- PLEASE
    1. stntn
      stntn
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      If you want to do it here's a hint: The Feats are listed in file "Feats.lsx" with an attribute "PassivesAdded". Those point to entries in file "Passive.txt". There you can modify ability boosts, e.g. from "Ability(Dexterity, 2, 20)" to "Ability(Dexterity, 2)" in order to remove the upper limit of 20. You can find the files in Shared.pak and Gustav.pak game files. Check out the modding guides for general help. Cheers.
  4. Lucrexxianna
    Lucrexxianna
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    Is this working with patch 4?
    1. stntn
      stntn
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      Yes, should work.
  5. TheInvoker
    TheInvoker
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    Hello.
    Feats.xml file can be found somewhere (with all feats) or you created it from nothing?
    1. stntn
      stntn
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      In Shared.pak
      Public/SharedDev/Feats/Feats.lsx
    2. TheInvoker
      TheInvoker
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      Thanks.
      Is it possible to change the description of the feats?
      I think you did it with Resilience Force that now is in place of default Resilient

      I already added a feat i created and that is ok with description and everything else, but i'm aslo trying to change the description of feats that now do different things but it's not working

      can i send you my files?
    3. stntn
      stntn
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      Sorry, can't debug your code. But try Larian's Discord if you have questions about modding. I'm sure someone there will help.
    4. TheInvoker
      TheInvoker
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      i don't know know what you mean with "debug your code".
      you already did what i need. you replaced a feat with your own one. you didn't just add a new one.
    5. stntn
      stntn
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      Make sure the UUID and Name attributes in your Feats.lsx are the same as the ones from the Feat you want to replace/modify. Put that UUID in the FeatId attribute in the corresponding FeatDescriptions (in FeatDescriptions.lsx).

      Sorry, that's all I can tell you. This is my second mod, I'm absolutely new to this too. "Code debugging" is a term in software development which means "tracking down and fixing errors in computer programs". Cheers and Good luck!
  6. whorulesthefool
    whorulesthefool
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    Is this compatible with the various "feat every level / every 2 levels" class mods? 
    1. stntn
      stntn
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      I can't think of a reason why it wouldn't be, but I didn't try.
    2. Kkaras
      Kkaras
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      • 7 kudos
      If it helps to better answer the question, here's extra information.

      Races and Classes both modify the Progression.lsx file. Feats are granted via class progression(ie everyone by default gets one at class level 4). Ergo, When you get feats is covered by the Progression.lsx file.

      The Effects of feats (And New feats) are placed in the feats.lsx. Ergo, two different files so there should be no conflicts. Now if any of those mods also adds or modifies existing feats, then yes, there'd be a conflict.

      Hope that helps!
    3. whorulesthefool
      whorulesthefool
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      awesome, thank you!