The the main files that contain the references for the path skills were modified by the developers and a very important reference was deleted/moved/modified whatever. For now the mod is not fixable.
Did you mean addressable_resources_assets_data? I got impressed by your changes and want make some skill replacements too, but cant find SkillData anywhere, lol.
The SkillDatabase is missing that contained all the references to the skill's that the heroes, enemies etc use. They changed something about the skill handling so they deleted or replaced this. Something else handles these for now, I looked at all the files in the addressables but couldn't find anything that is related to them, maybe they baked them into the executable itself.
You can still modify the base skills, but you can't replace the paths skills for now. Once they merge the experimental update to the main game, I'll look into this once more.
Hey, I've also been interested in modding skills into the game, and I'm stuck at that exact step, can't find SkillDatabase or anything replacing it, any news on your end? I'll keep looking but well... can't seem to find anything rn... (Btw your Hellion rework was impressive ! I enjoyed playing it)
You’re the guy that is doing collab videos with Shuffle talking about hero skills right? I’m loving that series and was curious if you know when the rest are coming out, and if you’re gonna make mods for the rest of the heroes too. I was gonna do it myself after Binding Blade since having two new heroes will drastically change how good existing heroes are bc of new synergies. Plus I expected more general balance than we got with the experimental branch update.
Sorry but I'm not him. Some changes might look similar to what they discussed, but the one major thing i took from them, was the +10% resistance piercing for upgrades. I came up with the howling end change myself. The stream itself was a good tool to help scale down ideas and power. I think they postponed the streams because of the new update. I'm going to do the same thing myself, as in, postponing my other mods.
The new balance changes are alright. Balancing is really hard. The time i spent on this mods is definitely over 100 hours. Playtesting takes time, learning the ins and outs of the underlying systems is challenging and overall the biggest road block is creativity.
Feel free to work on mods yourself, but be prepared to sink a lot of time into it. Maybe you'll be more efficient at it, but it takes time either way.
You can download mine, or other players mods to get a feeling for the skills. If you want to use mine, I've marked where skills start in the files so it's easier to navigate and I think I've used almost all the files that one hero would need. (And even more since I've modified some tokens and conditions and other stuff.)
If you want to rework path's yourself, here is the guide that I've used. Without it this mod wouldn't exist. https://steamcommunity.com/sharedfiles/filedetails/?id=2985496131
Oh I’m certainly no stranger to nodding lol. I actually have 4 new hero (3 unique ones, and Abom) mods uploaded already and am working on an enemy expansion pass as well as original class reworks of my own.
Thanks for the path creation guide though, I assumed it was impossible to do since the Antiquarian mod by Deadku had to do a workaround for it. I also had no clue that it was possible to change skill names between different paths.
It's very easy to rename them, and it's actually required to name them to avoid the blue texts. Everything stems from the ability to create the new skills in the first place. You can't append the skill objects so you need to modify 2 main bundle files. It's not super hard to do but it's pretty tedious. After that you modify them the same way as usual.
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You can still modify the base skills, but you can't replace the paths skills for now. Once they merge the experimental update to the main game, I'll look into this once more.
Nothing new as of now. Still no SkillDatabase, they probably compiled it into the exe or into a DLL.
The new balance changes are alright. Balancing is really hard. The time i spent on this mods is definitely over 100 hours. Playtesting takes time, learning the ins and outs of the underlying systems is challenging and overall the biggest road block is creativity.
Feel free to work on mods yourself, but be prepared to sink a lot of time into it. Maybe you'll be more efficient at it, but it takes time either way.
You can download mine, or other players mods to get a feeling for the skills. If you want to use mine, I've marked where skills start in the files so it's easier to navigate and I think I've used almost all the files that one hero would need. (And even more since I've modified some tokens and conditions and other stuff.)
If you want to rework path's yourself, here is the guide that I've used. Without it this mod wouldn't exist.
https://steamcommunity.com/sharedfiles/filedetails/?id=2985496131
Thanks for the path creation guide though, I assumed it was impossible to do since the Antiquarian mod by Deadku had to do a workaround for it. I also had no clue that it was possible to change skill names between different paths.