Hi, i love this mod thanks to you Reveurr. But the problem is i am a french player and the modification of the spell description annoys me :/
Did you will a mod who will modificate the cooldown but didn't affect the description ? I tried to do it myself for 1 week but it is too complicate for me :(
Which part of your mod requires the modification of skill descriptions? Couldn't you just remove that part of the mod thus removing the language change? My apologies if I am missing something obvious.
I did the following to modify skill cool-downs without changing spell descriptions:
1. Get the latest SkillData.txt by extracting Patch.pak, Patch2.pak, and Patch3.pak to the same folder. 2. Copy SkillData.txt to \Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\Data\ and rename it to something unique 3. Modify cool-down entries as needed and remove unchanged spell entries. 4. Save and start the game.
And it worked fine. I haven't noticed any spell description problems or cool-down timer problems yet.
I tried deleting the spell's name / descrition in the editor. It results in the spell having no name / description in game.
In your step 3, did you remove these lines? For example if I take Spirit Vision: <field name=" DisplayName" type="TranslatedStringStatObjectFieldDefinition" value="Spirit Vision" /> <field name=" Description" type="TranslatedStringStatObjectFieldDefinition" value="Your eyes pierce the veil of the Hall of Echoes" />
Did you repack you file, after modification?
I'm not using an unpacker to do my modifications, but the official editor, maybe that's what causes this issue.
Soooooo, you can do the same, but without changing the language? is it possible that you can make me a short description or maybe do the whole magic and upload a fix for this mod? i like it, but somehow the different languages ingame are destroying the immersion of this great game
The Editor automatically adds the localization folder into the mod but you don't need it if you don't change descriptions/labels of the spells. Just remove the localization folder in the mod and the localization will work fine (since the values in the data sets are just reference tags).
By load last do you mean the order in which I check off the boxes in the mod menu? Or do you mean start a game with your mod loaded, save it, quit, and then check the other mod too and resume?
Interesting, thanks for the feedback. To be honest, I didn't have the time to test it myself in a long playthrough. I'll keep your comment in mind, when beginning my next game.
23 comments
Did you will a mod who will modificate the cooldown but didn't affect the description ? I tried to do it myself for 1 week but it is too complicate for me :(
Thanks for your answer !
Anyway, good mod.
If you know a way around this, I'll gladly implement it.
I did the following to modify skill cool-downs without changing spell descriptions:
1. Get the latest SkillData.txt by extracting Patch.pak, Patch2.pak, and Patch3.pak to the same folder.
2. Copy SkillData.txt to \Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\Data\ and rename it to something unique
3. Modify cool-down entries as needed and remove unchanged spell entries.
4. Save and start the game.
And it worked fine. I haven't noticed any spell description problems or cool-down timer problems yet.
Thank you for your work on this mod!
I tried deleting the spell's name / descrition in the editor.
It results in the spell having no name / description in game.
In your step 3, did you remove these lines?
For example if I take Spirit Vision:
<field name=" DisplayName" type="TranslatedStringStatObjectFieldDefinition" value="Spirit Vision" />
<field name=" Description" type="TranslatedStringStatObjectFieldDefinition" value="Your eyes pierce the veil of the Hall of Echoes" />
Did you repack you file, after modification?
I'm not using an unpacker to do my modifications, but the official editor, maybe that's what causes this issue.
Or install Winrar.
Load the source mod last, in order to keep its benefits.
The "source mod" must be lower than this mod, so it'll load after and erase the incompatible modifications.
Please report if you encounter any issue.
To be honest, I didn't have the time to test it myself in a long playthrough.
I'll keep your comment in mind, when beginning my next game.
I update the mod description.