Haha ok i will shift focus now to making a few fighter skillsgive me a day or 2 for that.


You can also create a rollover like in the stats menu. these are simple and can display player stats but won't read through the skill info.
I also uploaded a new image file for the skill tree with a separate graphic for the training area...
?Question: Should I also separate that big metal plate for the "main skills area" to make alignment easier?
backgroudimage
Mainskill_window (top left)
Mainskill 1 (offset with pixel calculation or trial and error...)
mainskill 2...
trainingskill_window (bottom left)
trainingskill (left center)meanwhile I've added an effect to your affixes (cuz i dont like to use effects in the skill editor...)
or post the code here...[STAT]
<STRING>NAME:FIGHTERTRAINLEVEL
<INTEGER64>UNIQUE_GUID:2524506058930012224
<TRANSLATE>DISPLAYNAME:Fighter Training Level
<STRING>TYPE:TYPE_INT
<BOOL>SAVES:true
[/STAT] this should work

Is there a reason you want to hide the skills you are able to unlock later? IMO the player should be able to read through to decide if he wants to invest into fighter tree or more into another tree because he knows what to expect there...

meanwhile I've added an effect to your affixes (cuz i dont like to use effects in the skill editor...)
each affix has now anCode: [Select]effectname-fightertrainlevel
AddStat min-1 max-1
chance-100
INSTANT
saves-true
since the stat saves the next level affix just need to add 1 even if the affix before was removed.
[EFFECT]
<STRING>NAME:fightertrainlevel
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD STAT
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>CHANCE:100
<BOOL>SAVE:true
[/EFFECT]
If correct, I'll add it to the affixes on my end 
It works fine with investing but I noticed I get 2 additional fightertrainlevel stats when I unse the console command "levelup". I could not relocate where these stats are comming from! havnt tested it in game though, just in guts game mode.
one more thing about that stat: you dont need to fill in all the cells like max value.Code: [Select][STAT]this should work
<STRING>NAME:FIGHTERTRAINLEVEL
<INTEGER64>UNIQUE_GUID:2524506058930012224
<TRANSLATE>DISPLAYNAME:Fighter Training Level
<STRING>TYPE:TYPE_INT
<BOOL>SAVES:true
[/STAT]


the only thing that pops up in my head is a wrong/no image linked to the button enabled state!?
else I would need your latest file to go through myself I think
More testing ahead!
. Can u suggest any workarounds for this?Try it with the timer time set to 0.1
Also I was rethinking the add stat vs set stat in terms of a respec. In other words, if you respect the training skill, how will the stat get decreased?
For the training bar, have you created an anchor jet? I’d love to see it in action. You will need an image with gaps in it like it’s used in the vanilla skills with 3 tiers. Or the xp bar fill in.
We think alike! I already started making one - im excited to test/see that too!
thanks @lolesch
Thanks again lolesch!
It was just the width dimension of the progress bar widget itself had to match exactly the width of the anchor image.
then come back to placing them on the skilltree.
Thanks so much again @lolesch !
I was able to fix the progress bar display glitches ... I feel pretty good about the mod progress this weekend
Yeah, it feels much faster then planning all alone.. I was ill so I had a lot of time to help out but I see you got used to it very fast so you will need me only from time to time I think.
If it's okay with you, I can move this to its own mod sub-forum and call it "Titan Quest Style Skills Mod" or something like that.
Hey @lolesch thanks! I'm not 100% sure what you mean by changing the topic title
It is a concept we can work on! you can move it where ever you want to have it, or leave it here, I'm fine with that.