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Can you limit the corruption and the attribute points to be learned with this mod? like max 30 attribute points can be spent in a row (like strength). Or can we remove the Corruption gain complety?
thanks in advance for the answer.
Mods such as multichar, while pretty awesome to use, make some edits to BasePlayerChar...and can lead to issues with compatibility. Altering the load order addresses those kinds of issues.
But like Celeantor said, sometimes forcibly respawning can fix some issues. It causes your character data to be regenerated...or rebuilt by the game engine.
Other than those suggestions, I'm a bit at a loss for other suggestions. Of course, one other method would be to validate or verify the game files through steam. That will make steam scan the files to see if there are any missing or corrupted files and replace them.
I hope that helps.
No one ever said modding would be easy lol
That's definitely strange indeed and not something I ever saw in testing, besides sorcery mods, any that also touches the BasePlayerChar class could in theory cause issues, if you haven't tried it yet though it is a good idea to forcibly respawn your character using the bracelet somewhere you can easily have the gear safe :)
It solves a lot of issues that can occur in older worlds after updates :)
That sounds odd. Do you use any other mods that alter sorcery like: The Compendium of Crawling Chaos? If you do, make sure to be sorcery tweaks at the bottom of the load order.
I've not been playing exiles for a while, so I haven't had a chance to check out all the updates.
Here is something that i found that doesnt seem to work for now with the rehular staff
A bunch of spells are not working, you end up in a freezed pose and can't interact with anything or sheathe your staff.
Some of the actual spells work, but their animations are just a T-pose.
It is the follower/thrall buffs that causes this (armor buff, self revive etc.)
Thanks, managed to get the spells working now, I already had my book maxed out and didn't realise I had to learn more, doing autolearn fixed it - I wear the abyssal armour a lot, so I never have an issue escalating my spells lol. It would be cool if the enhanced wisp was toggleable, but I saw in an earlier comment you're not too keen on adding it seeing as the devkit isn't great, however setting the timer on it to 5 minutes is a good workaround for me for now
The main reason you would not be able to cast these is due to not knowing the spell, unfortunately the spell system Funcom made does not show any error about that when we cast the spells more directly like with the various spell items.
If you enable auto-learn and log out and back in again or save and reload if singleplayer, then it will automatically grant you the spell. You can also give yourself the admin spawned items to learn them or use the console command to learn the spell given the IDs (see above or the wiki)
Besides that you also do need enough corruption, so make sure to not cleanse it entirely. If you are missing a requirement and wondering what it is the easiest is to try casting using the normal staff since then the game will show you what you are missing when you find that entry in the stones.
Also keep in mind the mod lets you use quick selection during the normal staff with the number keys to make the stones quicker to skip by.
The radial menu has been broken ever since funcom changed how the main radial menus work. Sadly for now, there is no fix for it.
It's been mentioned quite a few times that it should probably get pinned somewhere for future reference, but you can navigate the runes for spellcasting using the number keys with the focus weapons or vanilla staff(s) lol. With practise, it's faster than the upgraded staff. Technically, number keys should with the upgraded staff, if i recall.
As for wisp and concussion storm, I'll leave that to Celeantor to look into lol