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I'm afraid I can't update the mod again until I find a proper solution, sorry about that.
to be clear, in the skilldata area of the Stats Editor, every skill has a column at the start that says "For Game Master", set these to "Yes" and that should do it.
It's as simple as ticking "For Game Master?" in the stats editor to "Yes"! That's all you have to do -- do that, and in GM Mode they'll appear in the GM Skillbook for us game masters.
You're welcome, glad the mod is still appreciated 3 years later !
I'm thankful I can at least access the skillbooks, but it's a hassle. Oh well, thank you for the answer and the wonderful mod.
@AterSol I never had that problem in testing, but okay. When I can get back to modding DOS2 I'll try to make a cheat chest addon.
They don't seem to appear in the skill list.
No problem, thanks for telling me about it though, I wasn't aware OPCO nerfed the vanilla explosive trap.
Oh, sorry, I misread.
However, "Throw Explosive Trap", the vanilla skill, is 1 AP not 2. Just checked it on the divinity engine.
Not touching the AP cost of elemental traps, or doing anything that would make them strictly better than their vanilla fire counterpart.
A physical cluster bomb could be feasible, but it's not a priority for now.
So good luck and have a nice day.
1. Finesse scaling for every Huntsman/Scoundrel skills (elemental grenades scale off their respective magic schools as well), Intel + magic school scaling for traps. Didn't want to make them scale off weapons because it doesn't seem logical to me, and it might make them too strong.
2. Nope, not affected by these talents sadly, because modifying talents is a pain in the ass and I didn't find a way to do it yet that didn't involve out-of-modding-tool scripting. If I ever find out another way or decide to give in, making these skills affected by Ambi/Sling will definitely be a top priority.
But 3 little questions :
1- How do damages scale ? Are they directely scaled on your current weapon ?
2- Are the talents Ambidextrous and Slingshot still affecting the grenade when they became skills ?
3- Can they crit, or like mage spell, they need Savage Sortilege ?
The Oil Cluster is made by combining a Poison Cluster Skillbook with another Geomancer Skillbook.
Since Poison and Oil come from the same magic school, I couldn't use the same recipe for both, so I decided that the standard recipe crafts the Poison variant, then crafting it with another Geomancer skillbook would convert it to Oil.