This mod just doesn't work for me, I don't know why. I see the new fantasy scenario when setting up the game, but once I enter the game there is no fantasy town or any other content from the mod (no weapons/races/enemies) it's all just vanilla. I disabled ALL of my mods and still no luck. Any ideas?
thank you very much for this amazing mod, it's fantastic. Just a question, is there some description of what the skills do? I would be nice to know what one exactly does before selecting it. Thanks again!
OK, I found it in the code. I suppose it's not possible to show the description when selecting a skill.
Is there a way to learn multiple skills on one bro? I kept starting new saves with the custom scenario to get spellsword with 2 skills, but didn't like the appearance. So i started a new save, cheated the skill book in and got one ability only to learn that any new skill books used erase the previous ones.
That's very disappointing and I wish there were at least one new book, called "Expert's Skill book" or smth like that, that would let me stack multiple skill/spells on one character.
On another issue, if this is a question that's been asked and answered before, maybe a FAQ or a Guide could be useful instead of having to peruse the comment board all the time.
Open "xxzzskillbook_event.nut" file with Notepad then search and remove "chk.removeByID(skname);". If you do this, triggers that select skills, such as the red skill book, will no longer delete previously learned skills.If you want the regular skill book to work like the red skill book, open the "xxsbook.nut" file with notepad, search for the item "<= 2", and edit it to "<= 100". However, I think it would be better to learn only one skill per mercenary the way it is now and enjoy it at the intended difficulty level. Because I will continue to buff underperforming skills, there is a high probability that an overbalance will occur if one mercenary uses two skills.
Thanks for the prompt response. I understand your reasoning, but I still feel that perhaps you're not being ambitious enough with your project. I don't see why a mod like this one, with such a grand potential and number of additions would desire to keep the gameplay similar to the vanilla one. Granted, that's a very subjective issue for me to bring up, and after all it is your mod.
Thanks very much and I'll do that. Also where is xxzzskillbook_event.nut?
Also, just to try and persuade you a bit on my argument. I understand your fear of trivializing the game. My argument is that perhaps, if you added a new book, a much much more expensive one, you would open up the possibility of making an ultra-overpowered bro, while still locking it behind a tremendous amount of work. Like a super-late game item. Your mod is awesome, I hope you keep expanding it. And thanks once again.
Hey bud. I downloaded "Bro Editor" (also called Breditor) and "item spawner". Bro editor gives you the ability to cheat in items with much more customization options (min-max damage, durability etc.), whereas Item Spawner is able to search for and cheat in modded items, so I use them together. I use both with Legends and a couple of other minor QoL mods. No problems since I excluded the Game and Save folder from my Windows Defender antivirus. I suppose, in short, Item spawner is what you're looking for, but I suggest Breditor if you're looking for better customization for your equipment. Item spawner for more items, but less customization for individual ones.
If you don't use Legends, I would suggest "World Editor" and "Stronghold" as well. Stronghold works partially (don't build Hamlet) with Legends, World Editor completely doesn't work for me, and I only play with Legends.
I tend to play Lone Wolf playthroughs, so I also use event frequency mod, cause in Lone Wolf you can only recruit through events.
hey cocowing, i fail to find the "<=2" in the "xxsbook.nut" file, tried to mess with some of the others numbers but all to no avail. checked (and messed with) the other xxsbook.nut files in \scripts\items\misc too, but my bros still always lose their previous skill after activating another of the 2k skillbooks from fantasy town. halp? *_* awsome mod mate, everything looks killer!
Ah thanx man, but i guess i just misunderstood the part about regular skillbook working like a red skillbook (i figured out how to make the regular skillbook always prompting the chosing window by messing around). The real problem seems to be that removing "chk.removeByID(skname);" from the "xxzzskillbook_event.nut" file does not prevent the removal of learned skills after activating another regular skill book for me. or does this this only work for red skill books?
chk.removeByID(skname) This command deletes previously learned skills. If you delete this, you will retain the previously learned skills and acquire new skills. This is a common item for learning skills by choice. If you only want to enable stacking while leaving the normal skill book random acquisition, you can delete the corresponding item from the mod_xx_config.nut file.
Hey, brother. I've been playing Dungeons & Dragons since 1979. Saw Conan the Barbarian at 10 years old in the theatre... etc. As a kid I trained with medieval weapons because I thought the portal would open and I'd walk through at some point... long story short. Fantasy is hardwired in me. Battle Brother, Legends and your mod is at the top of the list of fantasy enjoyment in all that time since. First: thanks for the hard work. Awesome stuff!!! My kids watch me play and love the trio together. Just a suggest as a guy who has seen a ton of fantasy art and games: Everything is fine in the new mod... BUT, for me, it's a simple fix to appease all. Background stories and titles of the character gives it life... they can be re added no problem. This enhances the dream and story quality. As far as the skill books... random kinda' is cool for the unknown twist and can remain, but there should be some hard coded skills for certain character who could achieve their original flavor... maybe after a certain level to balance or such. Warlock could have to grow into their skills either by advancement or purchase or both... and the regs could get their random skills and this would allow adventure classes the ability to keep pace and the classes to be as they were. I think if the ability to reach the former classes at some point were present then most would be happy and the flavor and zest of your mod would be retained. Anyway, hats off for all the work you all have done to let this old bugger dream like a kid about the fantasy genre. Only the best...
I'm grateful to see all your responses here! I was trying to follow what you suggested to remove red books getting rid of previous skills and anytime I try to remove this it makes the entire mod not load correctly(can't select fantasy start anymore). When reading what you say I remove exactly the "chk.removebyID(skname); line and don't remove anything else. Am I misunderstanding your instructions? I want to have two skills on my lone wolf character but I'm struggling to make this work following your instructions.
Edit: As of right now just unzipping the mod file, changing nothing, and rezipping the mod file makes the mod not work at all. I don't know why this is the case. But it means I can't make this change
Hey noir2fb. I'm trying to figure out how to set it to where you can stack skills without them removing each other. I see that you were able to figure this out. Would you mind walking me through what you did? Just removing the one line seems to break the mod rather than allow me to stack skills
I have a few problem with corrupt save files after some characters joined or items acquired.
For example, the slave girl event. I can't add perk to the girl and when I try to save, the game crash and that save is corrupted, force me to reload an older save before the event happened.
Another one is the Royal, his equipment somehow conflict with Legend mod armor system and if I use those clothes on a certain bro build will make my game crash.
Overall, still a great mod to play with, especially some of the weapons and locations.
In my opinion, this seems to be an issue that occurs when mercenaries wearing non-layered vanilla armor or helmets continue to wear that equipment. If the mercenary appears in the event, sell the armor right away and you will be fine.
For some reason the town is not spawning for me...just started playing again all installs are fresh and everything is latest version...i'm getting the fantasy quests option around day 6 so the mod is working im assuming but i've tried 5 different starts and went well into day 20 using Legends and the debug revealed map and searched and searched but no fantasy town. Something wrong or am I missing something??
I tried with multiple different scenarios....all of the fantasy bro starts and the adventuring party and the crusader lone wolf start and town never spawned.....I have a relatively small mod list running any idea which mod its conflicting with??
MSU Legends Fantasy Bros Stronghold Quickstart Better Battle Standard More Recruits Accessory Companions for Legends Legends Perk Tree Rework More Followers Enclave's More Armor and Weapons for Legends Stackable Arena Fights Every Item Drops Medium Armor Rework for Legends The Elite Few
Edit: Medium Armor Rework for Legends somehow blocks the city spawn all the rest work fine as of day 5.
does the mod have an option in the mod option menu? i dont know if its working or not for me since i cant seem to find the adventurer origins in my option
Thank you for sharing your work! I really appreciate what this mod adds, and that it is done in a really thoughtful way that lets you involve content from the mod as little or as much as you want; manually.
My only feedback is that I do think the "adventurer" background needs to be re-thought, or maybe something secondary that does give them some kind of 1) unique labeling Baku, elf, orc, skeleton, etc, and 2) something that adds flavor beyond the appearance built in. As it stands now, it feels very soulless and you don't really get a feel for what a lot of the "adventurers" are supposed to be sometimes. I like the skillbooks, but I think they do need some individual spice still. :)
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Edit: Nevermind I fixed it. Thanks! Great mod :)
OK, I found it in the code. I suppose it's not possible to show the description when selecting a skill.
This is a simple skill list. It is based on an older version, so some content does not fit.
That's very disappointing and I wish there were at least one new book, called "Expert's Skill book" or smth like that, that would let me stack multiple skill/spells on one character.
On another issue, if this is a question that's been asked and answered before, maybe a FAQ or a Guide could be useful instead of having to peruse the comment board all the time.
Thanks very much and I'll do that.
Also where is xxzzskillbook_event.nut?
EDIT: Found it at scripts/events/events.
I suppose, in short, Item spawner is what you're looking for, but I suggest Breditor if you're looking for better customization for your equipment. Item spawner for more items, but less customization for individual ones.
If you don't use Legends, I would suggest "World Editor" and "Stronghold" as well. Stronghold works partially (don't build Hamlet) with Legends, World Editor completely doesn't work for me, and I only play with Legends.
I tend to play Lone Wolf playthroughs, so I also use event frequency mod, cause in Lone Wolf you can only recruit through events.
i fail to find the "<=2" in the "xxsbook.nut" file, tried to mess with some of the others numbers but all to no avail.
checked (and messed with) the other xxsbook.nut files in \scripts\items\misc too, but my bros still always lose their previous skill after activating another of the 2k skillbooks from fantasy town.
halp? *_*
awsome mod mate, everything looks killer!
The real problem seems to be that removing "chk.removeByID(skname);" from the "xxzzskillbook_event.nut" file does not prevent the removal of learned skills after activating another regular skill book for me. or does this this only work for red skill books?
Thank you so much for taking the time to help me out mate =)
I'm grateful to see all your responses here! I was trying to follow what you suggested to remove red books getting rid of previous skills and anytime I try to remove this it makes the entire mod not load correctly(can't select fantasy start anymore). When reading what you say I remove exactly the "chk.removebyID(skname); line and don't remove anything else. Am I misunderstanding your instructions? I want to have two skills on my lone wolf character but I'm struggling to make this work following your instructions.
Edit: As of right now just unzipping the mod file, changing nothing, and rezipping the mod file makes the mod not work at all. I don't know why this is the case. But it means I can't make this change
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It should look like this.
For example, the slave girl event. I can't add perk to the girl and when I try to save, the game crash and that save is corrupted, force me to reload an older save before the event happened.
Another one is the Royal, his equipment somehow conflict with Legend mod armor system and if I use those clothes on a certain bro build will make my game crash.
Overall, still a great mod to play with, especially some of the weapons and locations.
MSU
Legends
Fantasy Bros
Stronghold
Quickstart
Better Battle Standard
More Recruits
Accessory Companions for Legends
Legends Perk Tree Rework
More Followers
Enclave's More Armor and Weapons for Legends
Stackable Arena Fights
Every Item Drops
Medium Armor Rework for Legends
The Elite Few
Edit: Medium Armor Rework for Legends somehow blocks the city spawn all the rest work fine as of day 5.
My only feedback is that I do think the "adventurer" background needs to be re-thought, or maybe something secondary that does give them some kind of 1) unique labeling Baku, elf, orc, skeleton, etc, and 2) something that adds flavor beyond the appearance built in. As it stands now, it feels very soulless and you don't really get a feel for what a lot of the "adventurers" are supposed to be sometimes. I like the skillbooks, but I think they do need some individual spice still. :)