Two years later and I finally figured out how to clone some monster abilities an make them spells/talents. So this mod has received an update geared to it's original intended purpose. See this article for all details. Thank you for all the support this being one of my first few mods.
Update 27/01/2024
Update26/04/2024
Notice: Bad news, I think I might stop adding/updating mods on Nexus. The new colour theme direction Nexus is going is murder on my eyes, so my high activity to help with troubleshooting and providing more mods just won't be possible. The high contrast will just be too much eye strain. Sorry guys. I am debating on finishing up my last project or not, or migrating to another modding site.
Nexus closed the top beta concerns thread on the feedback board and locked the beta feedback posts, including one I had made. They are shutting down anyway for people to give feedback on the top issues (one they reconsidered after some backlash on the feedback board).
I am done. Unless more/other people complain (aka enough backlash), they clearly just don't want to hear it from me specifically, I see no reason to stay on the site. For now I am just going to lock all comments sections since I will not be providing any more troubleshooting as long as Nexus plans to implement this high contrast theme. I can just move on to other projects and sites. I may remove all my mods off nexus eventually too. Sorry to disappoint everyone but I am very disappointed and disheartened at nexus, this is no longer a place that brings me joy.
If you are also using Death Knight Specialization by psyhail both mods have the same guitype ID (700) which means only 1 specialization will appear in Talents.
An easy fix is to use a .gda editor to change either ID's found in their respective guitypes.gda file to a different number (I changed Demonology from 700 to 702, because Necromancy uses 701, and both mods work just fine)
I as well changed the Class Id in the CLA_demonology.GDA fileof DEMONOLOGY and NECROMANCY to 925 and 926 because of another conflict, but I have since forgotten which mod.
Sorry about the conflict but I have no plans to reassign ability IDs. It could be a never ending pursuit if I start to try to accommodate.
Weird, I haven't heard complaints of talktable issues with other mods that I use this way. Unless you use a different language for the game? It's only available for English.
So it shows the specializations descriptions just not the names? That doesn't make sense. The spell descriptions are just the vanilla game versions, I didn't want to make new strings for everything.
Wait how deep in your folders is my files? maybe it capped the character limit?
edit: only Demonology_en-us.tlk has the strings, the other is empty I guess.
edit, edit: but I don't use DAOtlkEdit tool, so I have no idea what is with that. I use GFF editor and toolset.
I realize what I did wrong! I forgot this is a module and the module is missing (hence talk files not working). It's late here but I'll get the update done tomorrow! Couldn't help myself had to stay up to publish the fix/correct version.
update: I've managed to make it player exclusive by editing the GDA, I changed the "prereqability" column of the first ability (first only) from 4002 to 4001, I have no idea how or why does this work tho.
I played a new game and the put both files in the override folder. The Demonologist skill appear, but not the Necromancy one. I used your Hidden Rogue Class mod as well. Conflict is not the main cause I think. Thanks man, great mod!
Quick way to see if it is a conflict move all mods out of the override folder, then try adding my mods and start a new game.
Sometimes with lots of mods game can be temperamental. Even when I make my own mods, I run into issues and to find the problem I start with the mod I want to work, make sure it works then slowly re-add the other mods till I see which ones snag the issue/conflict.
the 4 talents in the Hidden Rogue Abi GDA from Melee Caster Class (Mage Class Reworked)? share the same 4 IDs of the Necromancer skills (777794 to 777797) and that causes one to overwrites the other.
Because you already showed how skilled you are at using creature abilities, I invite you to forum topic about new use for them. https://forums.nexusmods.com/index.php?/topic/12149078-shale-using-spells/
I know you said in another comment that you were building a piecemeal Warlock-themed modpack, however I am a very impatient person. I use the Class and Specialization Pack which comes with the Warlock class, and I couldn't help but port over this pack into the Warlock package for that mod. It was just too on-theme. Thank you so much for this mod, as well as the others, and I look forward to seeing your future work!
It's not perfect, but it comes with 2 classes and a slew of new specializations. It's an older mod, but it still holds up imo. The only downside to it is that if you play as a Dalish Warlock, it won't actually count you as a Mage for a lot of the mage-only stuff, such as the events in Redcliffe. I'm not even going to begin trying to make that work.?
Wow, ya that is an extensive mod, mine would not be so detailed (at least in the initial release, if I ever get that far). I have put this on back burner because I literally spent more than a couple days dawn till midnight attempting (breaking my game in the process a few times XD), there is either a major step or steps in the Toolset Wiki tutorial or I am just every time making the same dumb mistake. But almost every other endeavor I have tried with modding has worked out eventually, so I am hopeful generally.
Yeah, sadly I think without the resource files from all origins mages it have to be done from scratch. Too bad so many modders aren't around anymore.
Yeah, I'm not much of a modder myself, I typically just poke around until I make things work and try to make sense of what I'm looking at. I was able to incorporate this mod into the Class and Specialization Mod simply by using the GDAapp and manually entering the entries. What stumped me for a bit was getting everything to show up, and that's when I learned that the new entries needed their own Ability IDs and that the GUIType needed to match the class's GUIType. Once I learned that, it was a breeze, except for the fact that the namestrings and descriptionstrings kept zeroing themselves out when I tried to save the edits.
There's a mod called Spirit Eater that Class and Specialization has a specialization for, and I'm thinking about adding all three of your sets of skill mods to it, since it's basically a build-a-bear class. I'm not looking forward to it, though, lol.
Also, I am compiling a Warlock-like package that more or less is a melee warlock mage build using a Demonology type roleplay, this is one of the components. Eventually, I'll have a whole package as a mod, but putting out the components as separate mods first, in case people just want to cherry pick.
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The author has locked this comment topic for the time beingNexus closed the top beta concerns thread on the feedback board and locked the beta feedback posts, including one I had made. They are shutting down anyway for people to give feedback on the top issues (one they reconsidered after some backlash on the feedback board).
I am done. Unless more/other people complain (aka enough backlash), they clearly just don't want to hear it from me specifically, I see no reason to stay on the site. For now I am just going to lock all comments sections since I will not be providing any more troubleshooting as long as Nexus plans to implement this high contrast theme. I can just move on to other projects and sites. I may remove all my mods off nexus eventually too. Sorry to disappoint everyone but I am very disappointed and disheartened at nexus, this is no longer a place that brings me joy.
Thank you for all the support.
Weird, I haven't heard complaints of talktable issues with other mods that I use this way. Unless you use a different language for the game? It's only available for English.
So it shows the specializations descriptions just not the names? That doesn't make sense. The spell descriptions are just the vanilla game versions, I didn't want to make new strings for everything.
Wait how deep in your folders is my files? maybe it capped the character limit?
edit: only Demonology_en-us.tlk has the strings, the other is empty I guess.
edit, edit: but I don't use DAOtlkEdit tool, so I have no idea what is with that. I use GFF editor and toolset.
It's late here but I'll get the update done tomorrow!Couldn't help myself had to stay up to publish the fix/correct version.I've managed to make it player exclusive by editing the GDA, I changed the "prereqability" column of the first ability (first only) from 4002 to 4001, I have no idea how or why does this work tho.
I'm using Dain's and Qwinn's fixes, is there any conflict there maybe?
The Demonologist skill appear, but not the Necromancy one. I used your Hidden Rogue Class mod as well.
Conflict is not the main cause I think.
Thanks man, great mod!
Sometimes with lots of mods game can be temperamental. Even when I make my own mods, I run into issues and to find the problem I start with the mod I want to work, make sure it works then slowly re-add the other mods till I see which ones snag the issue/conflict.
It's not perfect, but it comes with 2 classes and a slew of new specializations. It's an older mod, but it still holds up imo. The only downside to it is that if you play as a Dalish Warlock, it won't actually count you as a Mage for a lot of the mage-only stuff, such as the events in Redcliffe. I'm not even going to begin trying to make that work.?
Yeah, sadly I think without the resource files from all origins mages it have to be done from scratch. Too bad so many modders aren't around anymore.
There's a mod called Spirit Eater that Class and Specialization has a specialization for, and I'm thinking about adding all three of your sets of skill mods to it, since it's basically a build-a-bear class. I'm not looking forward to it, though, lol.
also maybe this is a weird question, but did you used to make sims 3 builds?