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Janquel

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Janquel

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52 comments

  1. almightyk
    almightyk
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    I am having an odd bug. When I have Skill XP selected as an option, the first cost of training is significantly higher than it should be. After the first one, subsequent pricing changes to the correct price, unless I drop out of the menu then the price increases again.
    1. Janquel
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      Unfortunately, I don't really have my tools installed any longer - I'm kinda out of the modding scene at this point. It should probably be considered as-is for the time being. It's possible I might get the urge and come back, but no eta, sorry :/
    2. Eshined
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      Did you find a solution?
  2. zinexy
    zinexy
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    With ''XP'' checked in MCM it seems ''cost'' in MCM does nothing, is that how its supposed to be?
  3. HamsterSensei12
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    I don't seem to be advancing time, although I have the "training takes time" option ticked in the MCM. I don't see any obvious conflict in my LO, so not sure what the issue might be... :/
    1. Janquel
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      Sorry, I haven't had stuff installed for a while now. I can try digging in, but for sanity's check, do you think you could verify if the same problem happens with this mod disabled and just using zim's? That behavior should just be inherited.
    2. HamsterSensei12
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      Thanks, Janquel. I was using Zim's before adding this, and used the training advances time option succesfully then. But I'll give it a testrun, just to be sure. :)
    3. Janquel
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      Okay, that makes it sound like there's something in one of the scripts I didn't forward properly. I'll take a look when I get an opportunity, but I'm nearing my bandwidth cap for the month, so let's say probably not until early next month :)
  4. isaonhieno
    isaonhieno
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    Could someone smarter than me make this compatible with Hand to Hand's changes to trainers?
  5. Rafaelkai
    Rafaelkai
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    Could a compatibility patch for Apprentice be made?
  6. votolom
    votolom
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    Weird question. Zim's says that it doesn't cover mod added trainers, and that they'll use the vanilla interface. Git Gud, however, said it covered any mod added trainer that used the vanilla dialogue. Could I load this and Zim's over top of Git Gud and have vanilla trainers covered by them, and mod added trainers covered by Git Gud? Or would they just break each other?
    1. Janquel
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      So couple things. First off, this isn't Git Gud's page. ;)

      But yeah, main thing is that Git Gud modifies the same dialogue stuff which Zim's does, so the two are in direct conflict, and won't work together.
  7. dalyeau
    dalyeau
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    Thanks for the mod! A little gem for muh immersion. 

    Zim's trainers expansion was updated to 1.2, is this still compatible? :)
    1. Janquel
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      I need to check it - will probably do so tomorrow :)

      E: sorry, folks, rl got busy
    2. Janquel
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      It's "compatible" but there's one fix I need to forward. I've got it locally fixed, but I'm looking into the bug filed and try to get both taken care of at the same time.
    3. Janquel
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      Okay, should be updated.
    4. dalyeau
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      Thank you for the mod support!!
  8. ftwranger
    ftwranger
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    don't work with static skill leveling rewritten as you might've guessed
  9. ftwranger
    ftwranger
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    would love to see skill books treated this way as well
  10. oldryn
    oldryn
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    Hi Janquel, i have a question, how much will roughly cost me to get skill from level 10 to level 100 at best efficiency? and if I understand correctly, your mod modify all different ammounts of skillsXP needed for next level into one single amount of skillsXP  which apply for all skills?
    1. Janquel
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      This mod doesn't change the amount of skill xp needed for given levels, it simply changes the amount given by training to be xp instead of "you go up one level".

      As to how much it would cost, I'm not sure - I'd have to do more math :p