So what you are saying is that even the restriction file is worthless since it won't work at all?

Like it was said here:

http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=541134&#Post541134

Originally Posted by Rhidian
As of the current version of the game (v1.0.107) the Talents within the game have proven hard to mod. Changing their Requirements do nothing, the talents themselves are hardcoded into the game, etc etc. There isn't much that we are able to do about it.

While it may be impossible to change what the Talents actually do, we *can* add our own changes on top of their effect. That is what this mod aims to do.

Current changes:

The mod right now mostly consists of these two files-
1) The Story file
Code
Version 1
SubGoalCombiner SGC_AND
INITSECTION
DB_LoneWolfRetroactive(CHARACTER_Player1, 1);
DB_LoneWolfRetroactive(CHARACTER_Player2, 1);
KBSECTION
IF
CharacterUnlockedTalent(_Player, "Raistlin")
AND
_Player.IsPlayer()
AND
CharacterConsume(_Player, "GC_Drawback", _handle)
THEN
DB_TraitBalancing(_Player, "Raistlin", _handle);

IF
CharacterUnlockedTalent(_Player, "Raistlin")
AND
_Player.IsPlayer()
AND
CharacterHasTalent(_Player, "LoneWolf", 1)
AND
CharacterConsume(_Player, "GC_LW_Drawback", _handle)
THEN
DB_TraitBalancing(_Player, "LoneRaistlin", _handle);


IF
CharacterUnlockedTalent(_Player, "LoneWolf")
AND
_Player.IsPlayer()
AND
CharacterHasTalent(_Player, "Raistlin", 1)
AND
CharacterConsume(_Player, "GC_LW_Drawback", _handle)
THEN
DB_TraitBalancing(_Player, "LoneRaistlin", _handle);


IF
CharacterUnlockedTalent(_Player, _Talent)
AND
_Player.IsPlayer()
AND
CharacterHasTalent(_Player, "LoneWolf", 0)
AND
DB_TraitBalancing(_Player,"LoneRaistlin", _handle)
THEN
CharacterUnconsume(_Player, _handle);
NOT DB_TraitBalancing(_Player, "LoneRaistlin", _handle);


IF
CharacterUnlockedTalent(_Player, _Talent)
AND
_Player.IsPlayer()
AND
CharacterHasTalent(_Player, "Raistlin", 0)
AND
DB_TraitBalancing(_Player,"LoneRaistlin", _handle)
THEN
CharacterUnconsume(_Player, _handle);
NOT DB_TraitBalancing(_Player, "LoneRaistlin", _handle);

IF
CharacterUnlockedTalent(_Player, _Talent)
AND
_Player.IsPlayer()
AND
CharacterHasTalent(_Player, "Raistlin", 0)
AND
DB_TraitBalancing(_Player,"Raistlin", _handle)
THEN
CharacterUnconsume(_Player, _handle);
NOT DB_TraitBalancing(_Player, "Raistlin", _handle);

IF
CharacterUnlockedTalent(_Player, "LoneWolf")
AND
_Player.IsPlayer()
AND
CharacterGetLevel(_Player, _level)
AND
DB_LoneWolfRetroactive(_Player, _prevLevel)
AND
IntegerSubtract(_level, _prevLevel, _result)
AND
_result > 0
THEN
CharacterAddAbilityPoint(_Player, _result);
NOT DB_LoneWolfRetroactive(_Player, _prevLevel);
DB_LoneWolfRetroactive(_Player, _level);

IF
CharacterLeveledUp(_Player)
AND
_Player.IsPlayer()
AND
CharacterHasTalent(_Player, "LoneWolf", 1)
AND
CharacterGetLevel(_Player, _level)
AND
DB_LoneWolfRetroactive(_Player, _prevLevel)
THEN
NOT DB_LoneWolfRetroactive(_Player, _prevLevel);
DB_LoneWolfRetroactive(_Player, _level);
EXITSECTION

ENDEXITSECTION


and this Potion.txt file within my mod (Leech_Nerf isn't actually used above)-
Code
new entry "Leech_Nerf"
type "Potion"
data "Flags" "BleedingImmunity"
data "Duration" "-1"


new entry "GC_Drawback"
type "Potion"
data "FireResistance" "-100"
data "EarthResistance" "-100"
data "WaterResistance" "-100"
data "AirResistance" "-100"
data "PoisonResistance" "-100"
data "PiercingResistance" "-100"
data "SlashingResistance" "-100"
data "CrushingResistance" "-100"
data "Duration" "-1"

new entry "GC_LW_Drawback"
type "Potion"
data "Constitution" "-3"
data "APMaximum" "3"
data "APRecovery" "-2"
data "Duration" "-1"


Right now, this mod basically applies the "Potion" effects whenever a player unlocks either Glass Cannon ("Raistlin") and Lone Wolf (if it is combined with Glass Cannon). Note that the GC_LW_Drawback is effectively lowering the HP of the character without impacting their maximum AP.

It's also set to undo the effects should the player no longer have the Talent when they spend a talent point (such as after respec'ing), though this aspect hasn't been tested yet.

The other major change so far is that the Source Hunters have been set (via their RootTemplate) so that they do not bleed any blood. Needless to say, this nerfs Leech hard, such that it can only proc via blood from other sources (like enemies or neutral npcs).


WIP Version here (any updates will require a new game to take effect):
http://www.mediafire.com/download/t6vrtb6ios12byy/Balanced_Talents_WIP.zip

If you have any ideas on what talents need balancing, please feel free to share it here. There's a very good chance that I won't be able to do anything about it though due to the hard-coded nature of the talents.


Although the game was updated since then, so perhaps it's possible now?

Last edited by The_Ravager; 16/11/14 02:19 PM.