Not sure if anyone will find this useful, but here is a link for the full version of this class pack with the following edits: 1) Abilities.xml Changed the Magus ability Lightside from Dark to Holy. 2) Abilities.xml Added the Spymaster passive Equip All, and changed it to now reference the Champion passive Equip All instead of the Seer passive. 3) Abilities.xml Changed the Champion abilities Aries Ram, Gemini Flail, and Scorpio Ballista to use the vanilla animations. 4) Jobs.xml Changed the locations of the Champion abilities Aries Ram, Gemini Flail, and Scorpio Ballista to maintain the author's intended locations. 5) abilities.txt Changed the description of the Champion abilities Aries Ram, Gemini Flail, and Scorpio Ballista to maintain the author's intended descriptions. Naturally, if the author requests it, I'll remove this comment.
You’re fine, my permissions are open and I haven’t worked on fell seal content in ages. Thanks for making improvements, I’m glad you felt my work was worth your time.
This is still the best class pack I can find, so I'm just glad the aforementioned edits were within my ability. Since I'm not ruffling any feathers, I'll leave the link above until it is no longer necessary.
Hey! Thank you so much for taking the time to do this. As someone coming into their second playthrough after a year, came looking for more content it's nice to see two passionate gamers enhancing enjoyment for everyone.
Thanks for this update. Shaman skill "Healing Touch" is bugged and is completely useless, also the Vampire skill "Night's Embrace" is bugged and does not put the bleeding targets to sleep. Also Arcanist is just a very weak, impractical, and imbalanced class.
I really hope you can do something about this, thank you again.
Wonderful! These classes are exactly what I needed to make the characters I want!
I would like to make a couple cosmetic changes, namely change the name of Seer into Bishop and streamline Witch/Warlock into just Witch regardless of sex, could I do that by simply opening the .xmls in Notepad+, or would it be more complicated than that?
If you're still interested in doing that, the Seer part's very easy, all you have to do is open /customdata/languages/en/abilities.txt and edit it in there.
If I'm understanding the format right (still learning by experimentation myself), merging Witch and Warlock'll be a little more effort but not much. You'll want to open /customdata/jobs.xml (notepad'll do), find and comment out or delete all lines referencing LOCK, and then:
Just delete the GenderRequirement bit here and you should be set. Don't set it to 0, that'll lock it to male chars instead, just cut it entirely.
Incidentally, keep the ClassName references unchanged here, the abilities.txt file I pointed you to before handles the in-game text,. Ability names are also present in /customdata/abilities.xml, so one probably handles troop menu and the other handles combat text; I just changed them in both places when I was editing some other classes.
Thank you for this mod! Replaying Fell Seal with the new magic classes + the Champion and Seer is scratching my Tactics RPG itch. I'd like to just report a small oversight: The change of Seer/Princess's passive from Equip All to Synastry had an unintended side effect of affecting Reiner's Spymaster class, since in the base game's xml files Reiner's Equip All is referencing the Princess's class passive. I fixed it on my own by adding it Reiner's passive back on the mod files and referencing your mod's Champion class 1st passive.
Thank you! I'd also like to report that the animations for the Champion's skills are switched around: Aries Ram is using the Ballista animation Scorpio Ballista is using the Flail animation And Gemini Flail is using the Ram animation Only the Cavalry ability has the correct animation playing
I'm not seeing an EffectHash on any of the Champion's abilities, so it seems like it's just using the graphics previously assigned to the ability hash.
Sample from customdata_examples, which seems to be the vanilla data: <Ability HashName="LORD-A1" Name="Aries Ram" MpCost="6" MinRange="1" Range="1" RangeHeight="1" Size="4" Power="0.9" Shape="kVLine" DmgSource="kAtkMixed" SpellType="kSkill" AddNegativeEffects="kfMDefDown" AddNegativeEffectsBaseChance="62" /> And from your mod (well, what I copied from it for my personal merge/edit) <Ability HashName="LORD-A1" Name="Gemini Flail" MinRange="1" Range="1" RangeHeight="1" Size="2" Power="0.8" Shape="kCone" DmgSource="kAtkMixed" SpellType="kSkill" AddNegativeEffects="kfDefDown" AddNegativeEffectsBaseChance="75" />
This seems to logically check out as Gemini Flail uses the animation of Aries Ram.
There are no Spanish language files in the mod, which is the cause of this. Feel free to host any translations you'd like to make, nothing is too complicated so I'm sure Google Translate could work, and of course you can take whatever creative liberties you'd like + host the patch anywhere, my permissions are open.
Make sure you set up the file path properly for Spanish mods, I know you need to supply the en/ yourself for English mods, I think customdata_examples has what you need for the Spanish versions in it.
Gracias :D busque la carpeta en español y copie de nuevo las habilidades en ingles y al menos las puedo ver en ingles sin necesidad jugar el juego en Ingles :D disculpa la demora ^^ en responder
Thanks for spotting this! Thankfully, the fix is super easy to do manually in the meantime. Open the Abilities.xml into a Notepad program, and down on line 36 you should see "<Ability HashName="MAGS-A8" Name="Lightside" EffectHash="PRIN-A5" MpCost="24" Range="3" RangeHeight="7" ZoneHeight="2" Size="3" Power="2" Shape="kSquare" Element="kDark" DmgType="kMagical" DmgSource="kMAtk" />" . Change kDark to kHoly and you're good to go! =)
Wait, this is SimonMagus of Skyrim modding fame? I was hesitant on installing class mods but now I know that it's made by the good hands I'll surely try this one!
I dunno either it seems like I can only install 1 class mod.. if i try to add more it wants to override other classes I dunno I am confused. I never modded this game before.
32 comments
1) Abilities.xml Changed the Magus ability Lightside from Dark to Holy.
2) Abilities.xml Added the Spymaster passive Equip All, and changed it to now reference the Champion passive Equip All instead of the Seer passive.
3) Abilities.xml Changed the Champion abilities Aries Ram, Gemini Flail, and Scorpio Ballista to use the vanilla animations.
4) Jobs.xml Changed the locations of the Champion abilities Aries Ram, Gemini Flail, and Scorpio Ballista to maintain the author's intended locations.
5) abilities.txt Changed the description of the Champion abilities Aries Ram, Gemini Flail, and Scorpio Ballista to maintain the author's intended descriptions.
Naturally, if the author requests it, I'll remove this comment.
You and Simonmagus rock!
I really hope you can do something about this, thank you again.
I would like to make a couple cosmetic changes, namely change the name of Seer into Bishop and streamline Witch/Warlock into just Witch regardless of sex, could I do that by simply opening the .xmls in Notepad+, or would it be more complicated than that?
If I'm understanding the format right (still learning by experimentation myself), merging Witch and Warlock'll be a little more effort but not much. You'll want to open /customdata/jobs.xml (notepad'll do), find and comment out or delete all lines referencing LOCK, and then:
<Job ClassName="WTCH" WeaponsType="kfMace kfRod kfStaff" ArmorType="kfRobes kfLightArmor kfClothHelmet kfLightHelmet kfShield" BaseMove="4" BaseJump="2" CanSwim="false" SpeedGrowth="0.9" BaseSpeed="90" GenderRequirement="1" casterClass="1" Hat="wizard" OutfitM="reaver" OutfitF="reaver">
Just delete the GenderRequirement bit here and you should be set. Don't set it to 0, that'll lock it to male chars instead, just cut it entirely.
Incidentally, keep the ClassName references unchanged here, the abilities.txt file I pointed you to before handles the in-game text,. Ability names are also present in /customdata/abilities.xml, so one probably handles troop menu and the other handles combat text; I just changed them in both places when I was editing some other classes.
I'd like to just report a small oversight:
The change of Seer/Princess's passive from Equip All to Synastry had an unintended side effect of affecting Reiner's Spymaster class, since in the base game's xml files Reiner's Equip All is referencing the Princess's class passive. I fixed it on my own by adding it Reiner's passive back on the mod files and referencing your mod's Champion class 1st passive.
Aries Ram is using the Ballista animation
Scorpio Ballista is using the Flail animation
And Gemini Flail is using the Ram animation
Only the Cavalry ability has the correct animation playing
Open up the mod's Abilities.xml (I used Notepad++, but Notepad should work just fine) file and add the line:
<Ability HashName="REIN-P2" Name="Equip All" CopyFrom="LORD-P1" />
I added it under the <passive> section (I added it right under line 118).
I have yet to test this, but it should be correct.
Sample from customdata_examples, which seems to be the vanilla data:
<Ability HashName="LORD-A1" Name="Aries Ram" MpCost="6" MinRange="1" Range="1" RangeHeight="1" Size="4" Power="0.9" Shape="kVLine" DmgSource="kAtkMixed" SpellType="kSkill" AddNegativeEffects="kfMDefDown" AddNegativeEffectsBaseChance="62" />
And from your mod (well, what I copied from it for my personal merge/edit) <Ability HashName="LORD-A1" Name="Gemini Flail" MinRange="1" Range="1" RangeHeight="1" Size="2" Power="0.8" Shape="kCone" DmgSource="kAtkMixed" SpellType="kSkill" AddNegativeEffects="kfDefDown" AddNegativeEffectsBaseChance="75" />
This seems to logically check out as Gemini Flail uses the animation of Aries Ram.
Change kDark to kHoly and you're good to go! =)
Outside of those little issues though I've really liked the mod, so I hope they can be easily fixed.