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Αναφορά προβλήματος μετάφρασης
It worked fine for me.
Both for my Tav at start of game and for Red using the magic mirror.
+ If they picked a modded class preset, the points won't be applied to it. You can see the extra during character creation when you customise a character's point allocation. This mod just edits the presets, so naturally the edits don't exist in the files for any preset classes a mod will add in.
It doesn't really cause any issues regardless because you can take say, "Cleric" or whatever base game option, and then change all the points, skills etc to whatever you want, including identical to whatever a modded class would have. Unless they're modded in such a way that you absolutely have to take that preset, anyway. In which case the author would need to offer a version with the extra points because I'd have to basically steal their mod to make an enhanced start version of it.
Larian games can be quite challenging, particularly if you're new to the genre or strategic decision based RPG type titles - that's a big part of why I wanted to make a lot of fairly easy to understand "this helps with X" type mods, because nerfing the AI really dulls the experience in my opinion when you're getting buffed too, but standard might legitimately be too hard for people trying to get into this sort of game too, glad you're enjoying it with this.
Thanks for this mod!
Since I don't wanna play on "Explorer" cause of all the buffs to my party and the nerfs to the enemy party, this is a nice balance in between.
And giving myself "Lucky Charm +3" right from the get-go feels super nice.
If you can't give me more information then it isn't working, given the massive number of potential interactions to produce that result, I can't really help you anymore than checking the mod is still functional, which it is.
You can also just use attribute points to check, if you have 6 total to spend instead of 3, it works.
I've just now tested with purely this enabled and my copy is working as expected without any issues on a new game.
I'm not sure what you meant by custom PJ but when you create a new character for a new game, this mod will *only* work if you select one of the base game presets - battlemage, witch, wizard, wayfarer, rogue, shadowblade, ranger, metamorph, knight and so on.
If you pick a modded present this mod does not have the file to apply the extra points to it, so it won't do anything.
I do also have some other stuff that edits civil points I believe, though been a while since I've had time to check what I have and have not done.
Select a base game class. Cleric, Druid, Wizard, I don't remember the names but the ones you'd see without any mods normally.
You can customise those base game classes pretty much completely in character creation. My points are just tied to starting with from those templates, so as long as you're editing a base game template, you'll have the points.
If those mods are fully plugged into the base game creation system, you can just select the points those classes would use and select their abilities (note some abilities can be hidden without their prerequisites, so you'll potentially need identical points to the mod class to unlock them)
This method will NOT work if they rely on scripts or effects explicitly tied to choosing their class templates though.
Sometimes there are rogue edits too that aren't needed that can cause these issues. One way to eliminate the file conflict issue without turning everything off would be see what happens on a new game where this mod takes top priority in the load order.
If it suddenly works, there is definitely something else somewhere causing conflicts.
Anything editing the same class files as this would remove the starting points from it by overwriting it, and the game only checks for them the once as this is a simple variable change rather than a mod employing scripts or the like.
At a guess a 6 party member mod could also do that, though seems less likely than anything doing the above things I mentioned.
The good news is if you're not getting it no-one is, as the bonus is just built into the class files, so if they've been overwritten the NPC chars (Red prince, lohse etc) that aren't used won't be getting an advantage over you for using it either.
I would assume the AI is using them for those characters even if you do not interact with them. When you do encounter them it'll be selecting a class for them and all (base game) classes have the extra points due to this.
If you interact with them after like +12 levels of not seeing them at all or something though the difference wouldn't be that significant. They'd have the boost but it'd be what, 9 points total they wouldn't otherwise have otherwise?
If you just mean like picking up say, Red Prince as a party member on Fort Joy as single player - he'll have it. I mostly played solo and never noticed a character missing it.
If the abilities are earned in gameplay; no - if learned from books for example, you just need to learn them in game.
If you can only get them by picking a specific class at the start of the game via character creation, then yes it'll cause issues unfortunately. One possible workaround is taking a basic class that is affected by this mod and then customising it, adding in the abilities you want.
That does work in some cases - provided for example the ability has say "Requires 1 necromancer" to be selectable, you just need to customise a base class with 1 necro point and you can take them.
You can always use Cheat Commander (DE) to add a few points in for your characters early game to adjust this to what you want precisely if there's no mod that currently suits what you want.
There are mods already that might be closer to what you want though, try:
https://steamproxy.net/sharedfiles/filedetails/?id=1505971667
Or
https://steamproxy.net/sharedfiles/filedetails/?id=1505972738
Additional civil skill points might be particularly useful if you're doing a solo character, because lone wolf doesn't actually give more civils if I remember correctly, which is possibly the biggest disadvantage of less player characters as it limits your options pretty hard.
In theory a race mod should work with this mod fine, depending on how it interacts with presets.
The mod itself gives the player points by adding them to the presets you can load at the start, as I haven't seen a way to add them to players directly (+ it'd be more complex to do so most likely anyway, if its even possible)
Regardless, you should have some points spent across the board as your preset normally would and when you hit say, "Edit attributes" you'll have 3 more to spend - The base game spends those basic points according to your presets, and the mod adds additional points that the game doesn't spend for you... Sometimes anyway, in my test the second talent point was auto-spent but nothing else was.
If you're not used to using the edit stuff in character creation you can also just OK your way through to the game and you should have the points there if its working.
If the above is the case, you can kinda game the system by starting with a vanilla class to gain the benefits in character creation and just editing it so that its identical to the modded one you wanted (i.e their skill totals, attributes, abilities etc)
Otherwise if its a crash or something, that's surprising as the mod is very scope-limited.
DE version of the game?
Enabled in the in-game mod list?
Using any similar mods?
Also, Custom classes* mods, y/n?
If both yes, how many attribute points do you get in character creation - loading a preset class may mean they are already spent in some cases in the game, but I don't remember about Creation.
(you still get more points, just you'd have to undo the spending)
If you wanted to avoid wholesale restarting any mod that adds respec mirror to early act one would help. Doesn't do much for your skillbooks used though.
Perhaps just wholesale get to like the middle of Fort Joy, use a mix of early respec mirror and cheat commander and experiment with builds off that save until you find one you like - just load back after each test to avoid gradual power creep, then actually start with whichever you like most?
Not sure how that theory is panning out so far. Found out how to unpack .pak file for this. Edited the expected values for each saved and repackaged with out changing the name or file size, but alas it doesn't recognize it as a mod any more and disables every thing for missing load order.
Probably not worth the hassle but for a penny in for a pound I guess. ¯\_(ツ)_/¯