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Thank you! I have the program that sets it up to look at it, but I wasn't able to find it. Just really want to be able to have more skill points and a little inpatient since the workshop isn't even set up yet. So was thinking of trying to do it myself
Thx ;)
Check that both of you are using the same version or try deleting the mod's main file called @_skill_point_jumpstart.pack and letting Steam redownload it.
Steam Workshop usually chooses ...\Steam\steamapps\workshop\content\594570\1170046515 as the installation directory for this mod, but it also likes placing things in ...\Steam\steamapps\common\Total War WARHAMMER II\data .
Sometimes, CA's launcher does not actually do what you tell it to do in terms of mod selection. It also may have cached an incorrect version of the mod.
You can try Kaedrin's Mod Manager [github.com] as well.
There's nothing I can really do about the launcher or Steam Workshop. Hope you can find the issue tho, good luck.
@Kaviel, Slender-Groove: I doubt that a mod which doesn't specifically touch multiplayer can break multiplayer, but you're of course free to provide more information than "wha-" and "lol" or elaborate on the matter.
I don't know whether it can technically work out, but it didn't for me.
But the idea of this mod is to make early levels much more valuable and interesting, without making characters too overpowered later on. So I don't think I want to go for a distribution that gives you more points later on.
@Doodel: This mod does not change the level cap, you can check that yourself using RPFM [github.com]
Have you considered making an SFO version with slightly more overall? (mb 2 at 15 and every 5 levels after for a total of 15 points extra instead of 9 for Lords). SFO has a lot more skills for most characters so that would bring it in line.
For Heroes it could be similar (starting at 10th and every 10 levels after) for an extra 8 skill points instead of 4. Since heroes generally speaking get the bigger skill-number increase in SFO the ratio has shifted.
That would make it
15 / 8 in SFO vs 9 /4 in Vanilla
That can't be fixed, as far as I know.
As the FAQ says, the mod is only save game compatible in terms of being added to a savegame.
@Steelfist: The thing is, there's nothing I could look into as in regards to quests or items, because my mod doesn't touch them.
I checked Belegar and Alarielle's character skill nodes to see if any of the skills which are required for their personal quests interfere with the skill dump skill ("Nothing") that I added to their skill nodes in my mod. But I didn't find any conflicts.
I've also looked at Infinite Skill Point Respecs and it's apparently a fork of One Button Respec, which I'm using in my setup. I've never gotten any errors with that, if I remember correctly.
I can imagine the .lua script that is run by the respec mod to be able to somehow throw off mods that add skills to characters, but so far, One Button Respec hasn't given me any reason to believe that.
How does it look for you? For me, quests still get added normally to the quest log and work as normal
In the skill tree it *says* the quest is active, but no such quests actually activate so you can't go and complete any quest battles for the equipment. I've tested this on Clan Angrund and Avelorn, and in both cases I had to disable this mod before hitting the level that activates the quest for it to actually be available.
I've also fiddled with load orders and such too, only disabling this specific mod seems to fix anything, and I tried to avoid doing that at literally any cost because this is probably my favorite one lol
For testing purposes, I just fired up a new Empire campaign with Karl Franz for testing, got to level 3 and received the quest for Beastslayer as intended.
However, putting points into the skill point dump requires a character to be level 40, so what you describe should not be able to happen with the current version of the mod. It's true that this was possible when I first added the skill point dump back in August and it annoyed me greatly, too.
I think the change should apply to all Glade Captains that have already been recruited in your current campaigns