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Anyway, I sent out a "hotfix", which was literally just unchecking that checkbox in the node, so it should work like expected now.
I randomly lose the [Back] option a few clicks after it making me get stuck in the menu.
Only happens after I clicked "Where can I see what these talents do?"
Not that much of an issue since you should save beforehand anyway, but figured I'd report it.
I did a little testing, and adding the Zombie talent to a non-undead race definitely works - Your poison resistance will be 200%. Though, like the racial talents, it doesn't show up in the talent section of the character sheet.
Last I checked, racial talents could be added to other races, but the issue was they wouldn't show up in the talent screen, since there's some hard-coded engine stuff that makes the racial talents only display if the character's race is correct.
The racial talents may still be in effect, despite not showing up, so I'll see if Zombie specifically works.
First off, I love these tools. They're so useful to have and let me play without ever feeling the need to do everything for the exp.
While I hate to ask, is there any chance that you could make them be able to add racial talents to characters? Really I just want some way of having the Zombie talent without being a skeletal undead >.>
The waypoints should teleport the party to other levels now, and I manually registered the Fort Joy and Nameless Isles waypoints, since I discovered those are only registered when those levels are loaded.
Awesome! Thanks! I don't know what I would do without this handy tool :)
All DT does it unlock the waypoints (using Larian's ProcDoWaypointUnlock and DB_WaypointInfo), so there seems to be something lacking now to move you to the region the waypoint is located in.
When you teleport to a waypoint, all it seems to actually do now is teleport you to the position of the waypoint trigger. This is why you end up in the ocean and other weird places when trying to teleport to a different level's waypoints.
I'll see if I can find a workaround.
im running a solo game with 3 origin people and its just clutter i dont want in their inventory.
What makes it even weirder is after changing races, when you go and respec to change your appearance, leaving the respec window then makes your original race's talents appear. So in my case, the dwarven talents showed up on a human.
That makes it seem like the character's original race still exists in their data somewhere, which may be preventing them from gaining their transformed race's talents. Polymorphing may provide a way around this (hard-coded possibly), so I may be able to hack around it by applying the talents via a polymorph status.
I haven't tested what happens when you respec, and I'm still working on getting the racial talents to change, but so far so good.
@helaene Haha, no problem! It was fairly easy to do, since it's literally just a flag. ("FTJ_RemoveSourceCollar").
Per your request, the latest update now has some source collar removal commands, and I went ahead and also added some commands for adding source points and raising/lowering the max amount of source points a character or the party can have.
There's also a new immortality command, and some party heal/resurrect commands as well.
Maybe due to the new patch?