I'm not sure how I feel about that, especially there are potions that does that already.
I don't think there's a way to add direct skill points unless cheated. Maybe an item that can give fame...I'm not sure.
What about this skill_potion (https://steamcommunity.com/sharedfiles/filedetails/?id=198103586&searchtext=elixir) Mod. :)
Unless you can somehow reduce a character's Fame Level, without losing Skill points in the process?This sounds interesting. We should experiment around this.
Unless you can somehow reduce a character's Fame Level, without losing Skill points in the process?This sounds interesting. We should experiment around this.
[EFFECT]
<STRING>ACTIVATION:PASSIVE
<STRING>TYPE:XP GAIN BONUS
<BOOL>NOGRAPH:1
<FLOAT>MIN:-2000000
<FLOAT>MAX:-2000000
[/EFFECT] The effects on this potion mod could lead to interesting workarounds, like specific skill temp upgrades, or affect skills by their category.
Do not do passive skills. There's a bug that slows the CPU to a crawl if the "SKILL BONUS" effect is applied to certain passives.
...I always wondered whether XP loss also affected Stats and Skills. Back then I did not have the nerve to find out for myself, though.There's a high chance that the game only grants those points (stat & skill). Reducing xp/fame points will not affect already earned stat/skill points.
Good point and great find!The effects on this potion mod could lead to interesting workarounds, like specific skill temp upgrades, or affect skills by their category.
There were a few experimental mods that did exactly this, but the "SKILL BONUS" Effect has been plagued with bugs. Most notably, @Chthon reported (https://forums.runicgames.com/discussion/56590/help-to-make-a-skills-effect) that using it on Passive Skills came at a massive performance penalty:Quote from: ChthonDo not do passive skills. There's a bug that slows the CPU to a crawl if the "SKILL BONUS" effect is applied to certain passives.
What I was thinking of is more on to quest editing rather than a fame debuff effect (Although there's a Fame Gain Bonus increase/decrease effect). Maybe instead of granting positive fame points, you will alter it to grant negative fame points? But if you happen to do this, you need to set up a UI that checks if the player have gained enough fame before being allowed to be reset.
There's a high chance that the game only grants those points (stat & skill). Reducing xp/fame points will not affect already earned stat/skill points.
Good point and great find!
When Quest X is completed then it opens Quest Y then when that's completed it opens Quest X again?
Maybe the only way is to use the Cheat code command: "skillpoints xxx". That way every time we drink the "Skill Point Potion" it will execute the Cheat code command to add our skill points. ;)
These potions have the same effect as the "Skill Shrines" found in the original game.
This mod allows that bonus to be bought as potions that can be used to boost those skills that need some extra power temporarily.
The idea is to hijack an auto-completing Quest, to remove Fame points (instead of add them), and to trigger that Quest using a custom button within the Respec UI.Bump on this.
Though frankly, there are too many unknowns in that idea:
- Whether or not XP or Fame points can be manually reduced in TL2.
- Whether or not a Quest can accept negative Reward values.
- Whether or not Level/Fame reduction will leave Stat/Skill points untouched.
- Whether or not regaining a previously lost Level/Fame tier, will also reapply the appropriate Stat/Skill points.
Each of these points need to be tested, before conceptualizing a final solution.
When Quest X is completed then it opens Quest Y then when that's completed it opens Quest X again?I too end up to this question, I wish I know the answer but this is a good start if you want to play around the Quests editor. This needs to be tested as Lord Nyriox just said.
Maybe someone who has experience in adding quests could enlighten us about this.
[REWARD]
<INTEGER>GOLDMINPCT:999999
<INTEGER>GOLDMAXPCT:999999
<INTEGER>XPMINPCT:999999
<INTEGER>XPMAXPCT:999999
<INTEGER>FAMEMINPCT:999999
<INTEGER>FAMEMAXPCT:999999
[/REWARD][REWARD]
<INTEGER>GOLDMINPCT:-999999
<INTEGER>GOLDMAXPCT:-999999
<INTEGER>XPMINPCT:-999999
<INTEGER>XPMAXPCT:-999999
<INTEGER>FAMEMINPCT:-999999
<INTEGER>FAMEMAXPCT:-999999
<STRING>TREASURECLASS:QUESTREWARD_FIRSTQUEST
[/REWARD]If you add <BOOL>REPEATABLE:1 to your quest you can do it over and over again. You'll have to edit the quest DAT file to do so though, this option is not in the GUTS editor window.
u know how u can choose your reward after the quest? what if these were just choices instead of items? And the "next step" (whatever it might be) is affected by the choice you make like you get a certain affix or ur teleported to use a certain path etc
Also, @Phanjam, you are off-topic. We are exploring the idea of creating a "merchant" that uses the Quest subsystem, to allow players to purchase Skill-points.
Lol my bad sorry! :D