Wildermyth

Wildermyth

105 ratings
Legacy Event Augments
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1.036 MB
2 Jun, 2022 @ 7:25pm
14 Feb, 2024 @ 7:31am
5 Change Notes ( view )

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Legacy Event Augments

Description
About The Mod:
Have you ever felt really excited about your hero finally embracing their role as a spiritual guardian? Awed at how they earned the favor of a literal god? Or touched by their sweet romance with a being of another culture? And then you get all excited to bring them into your next campaign and get the massive slap in the face as the lingering evidence of their grand story disappearing across the Legacy Pool.

Overview:
This is a super simple mod taking advantage of a recently added modding tool to allow augments to carry over the legacy pool. I decided to turn this feature on for as many unique augments that had related history lines or significant events related to acquiring them. The current list of augments that now carry with the hero out of legacy are:

  • Armored Storm Pauldron
  • Atonement of Oldwane
  • Autumn Pauldrons
  • Bone Flute
  • Cloak of the Hillpainters
  • Crow Amulet
  • Drauvspun Cloak
  • Eaglefeather Talisman
  • Elmsoul Belt
  • Feathercloak
  • Forestlord’s Cloak
  • Fortune’s Girdle
  • Glade Scarf
  • Memorial Pauldron
  • Mossgirdle
  • Mushroom Talisman
  • Old Coin Talisman
  • Rivercloak
  • Stoneblade Talisman
  • Torc of the Wildkeeper
  • Tortoiseshell Talisman
  • Wolfhead Amulet

What this mod does not do:
Let all augments carry over the legacy pool. While it is theoretically doable now, I am not going to be the one to do it, I’m only granting this feature to the enumerated list above to allow for story moments to stick a little more permanently.

Known Issues and Incompatibilities:
This mod has a very low load priority, so any other mod that tries to make changes to these particular augments will wipe out the carry over feature on each individual item. Otherwise no incompatibilities.

I have only played this game so much, and have definitely not seen many of the events across the game. If you run across an event that gives an item you think might be worthy of an inclusion here, let me know in the comments and I’ll look into it. (The clearer you make the request, the more likely I’ll respond to it)

Credits:
  • The Wildermyth devs for going out of their way to add additional useful features such as what enabled this mod to exist.
61 Comments
WyldFaerie 28 Jan @ 9:38am 
Honestly, I'm fine with this mod focusing on those specific augments and others. So they don't go down a level?
Northstar1989 7 Jan @ 9:55am 
@Hero of Wind hope these get added soon! (others, please don't bury these comments if it's just to criticize me for not making my own mod...) Thanks for the hard work!
Northstar1989 7 Jan @ 9:39am 
@HeroofWind a reminder, since this got buried in Terminus and others saying it's "easy" to make the changes in the Editor (I took a look myself- it is NOT easy to find things there, it's wicked information overload... appreciate your effort in creating this mod all the more now!) here are the unqiue augments that still seem to be missing so far, along with the events that grant them:

Defender's Necklace - Flickerings
Lover's set (belt, necklace, sash) - Token of Affection
Starseed Ring - The Starseed Tree
Silver Compass Talisman - Where We Find Ourselves
Spokesbadge - A New Name
Village Banner - To Remember Us By
Northstar1989 3 Jan @ 9:02am 
@Terminus_X

From my limited experience building mods for games (collaborating on a couple Kerbal Space Program mods back in the day, most notably) when I was healthy, it helps to start small with even just tiny or incomplete mods, and develop them from there.

If you can figure out how to do what you/Custodi mentioned with the Editor, and package it as a mod, it might not be world-shaking, but besides helping people like me it'll also get you on the road to bigger and better mod-building by giving you the confidence of having done a mod already.

Every great journey, begins with a small step! (just don't get stalled on the way- as I often did with my KSP campaigns!)
Northstar1989 3 Jan @ 8:58am 
@Custodi

Thus, many- and there are plenty in worse situations- can't afford an expense like that, and are lucky to be able to buy the base game at all. The only functional, complete mod requires the DLC, which I can only hope will someday go on a deeper sale....
Northstar1989 3 Jan @ 8:58am 
@Custodi to be clear, I fully believe the game's DLC worth the $9.99 (the lowest price it's ever sold for.)

Yet, it's difficult having no income d/t a Disability- and the USA having degenerated into a Capitalist dystopia...

(FDR must turn in his grave to see Social Security so undermined: these days, if a young person does the 8-9 years of under+grad education needed to become a scientist or physician, then becomes Disabled with only 2 years of paid work due the government's mishandling a plague, they'll cheated out of government help because they'd not earned enough "work credits" for age- never mind such careers REQUIRE the many years of hard study, plus unpaid work *during* college + grad school as well as unpaid/underpaid "internships" out of school: none paying enough to earn one "work credit"...)
Terminus_X 3 Jan @ 8:47am 
Since this is still running and the mod I've been using requires Omenroad as a base... honestly, if I knew how to package the changes I'd do it myself. Trouble is I've never actually put a mod out because all the ideas I was working on at one point were too big and complicated for me to pull off and I thusly I never actually got to look at how deployment worked.
Northstar1989 3 Jan @ 8:31am 
@Custodi

If it's easy for you, why not take the list from this mod, the missing ones mentioned in the last 3 or so pages of comments (only a few reference missing special augments), and any others you find/people mention, and create a mod yourself?

There've been multiple attempts at this idea, but none that are up-to-date + don't require the DLC (which some individuals, like me, can't afford: due to Long Covid, inability to work d/t it, and the rules for Disability set such that I can't get it because I hadn't been out of school enough years when I got sick... I've sunk too much into widely popular games to try and build my YouTube so it can earn ad money, and can't really afford DLC for games for my own pleasure...), currently.

It would save a lot of people a good bit of work figuring out how to do it themselves heartache from screwing up the attempt, and of course win you plenty of gratitude!
Northstar1989 3 Jan @ 8:31am 
@Custodi personally modding the game files on every install is not only inefficient (when one person could create a mod used by dozens or hundreds of players), but for me, a recipe for disaster- as I am extremely likely to make a mistake due to my Long Covid (which causes me to forget things, lose focus often, and have trouble processing large amounts of information at times).
Custodi 22 Nov, 2024 @ 6:00pm 
@Northstar, I was checking out this mod because it didn't seem to be working for me, and I noticed yours and Terminus' conversation and he was correct. I read what he said to do, lo and behold it worked. Not sure if you're still looking to do this a month later, but all you do is open the game, click on "Tools" option, Open Editor, Content and Comics, switch the dropdown list from Comic to Items, then type in whatever items you wish to carry over legacies and change it from False to True. Save and click back and you're good to go! Hope this helps someone out