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You can use Joyless Beginnings - Skip Act 1 to skip straight to Act-2 after character creation.
You may be subscribed but steam sometimes forgets to put the files in the right place.
If that file doesn't exist, check here ..\SteamLibrary\steamapps\workshop\content\435150\2049313850 . This is where steam downloads the mod when you subscribe to it. It then needs to copy it to the Larian Studios directory, but sometimes it conveniently forgets that. You can copy it yourself if that's the case.
I don't have the wand in my inventory. I double checked and the mod is definitely activated.
You don't need tongs for that. Check your inventory for a unique wand named "Forgetinator" . Its icon is a white glowy stick with a golden name and border. You use that to remove skills.
The tongs are used to toggle the Forgetinator's alternate fire-mode (by combining tongs and the wand in the crafting menu), which allows you to remove pretty much any skill. This wand will have a purple glow in its icon as opposed to white; and a whole lot of red text in its description.
Either way, its the "Forgetinator" that's responsible for removing skills and not the tongs. The tongs are just needed to switch between the two modes.
First, you should check the Driftwood prison. Go in the magister barracks (X:342 Y:157) and then into the basement dungeon through the hatch. You'll find one lying on the floor opposite to the last cell. (X:182 Y:719)
Next, you can try the sawmill/lone-wolf camp, right next to where you initially find Fletcher Corbin Day. (X:529 Y:416)
There's a bunch of tongs near the palisade gate in the black pits. Right before the infamous fight. One is atop an oil-rig tower (X:663 Y:146) next to a burning house. There's two more (X:300 Y:718) in a cellar inside a house (X:700 Y:133) next to the gate.
The X, Y coordinates are on the mini-map. Place your character in the vicinity and press Alt. to highlight.
If you activate this mod on an act-2 save, then you should get the "forgetinator" item. The mod doesn't add any tongs to the player's inventory, nor does it alter the spawn locations or drop rates. You'll need to find tongs in the world or buy one (may have to wait for vendors to restock). I don't remember tongs being all that rare, but that's probably because I'm a hoarder.
How far are you in act-2? There are 3 locations in reaper's coast that I know are guaranteed to have tongs, I might be able to point you to the closest one.
It's worth clarifying that you don't need tongs unless you wish to remove stuff like innate skills (which you normally can't relearn). For general use, the "regular" forgetinator (with safeties ON) should suffice.
Vendors occasionally have tongs in stock, and depending on where you are in the game they shouldn't be too hard to find.
Regarding the crash, I've tried replicating the issue but I was able to remove 6 skills (on safe-mode) and 27 skills ( with safeties off) without ever crashing. I'll try again but I'd be grateful if you can provide more detail on the crash in the troubleshooting discussion.
I'm glad to be of service.
I can finally play with renewed peace of mind lmao
My pleasure.
@McGibblers
The item is in Fort Joy (Inside the actual fort, in a torture-room. The level with Kniles the flenser, Source-hounds, Silent Monks and the Boat/Tunnel Escape ). It will also be automatically added to your inventory should you leave Fort Joy without it.
Combine the Forgetinator with Tongs to get a Purple-Forgetinator .
Put everything you don't want to remove in any one of your 5 skillbars (/hotbars).
Using the purple one will remove everything not nailed down in your bars, including innate skills.
Thank you. Certainly! Infact, the script has extra conditions just to spare innate skills. I intentionally left them out because you can't relearn them like you can the normal skills. Were people to accidentally remove something like "Source Vampirism" or "Spirit Vision" , it would probably brick their playthroughs.
Memorizing skills also lets the player pick-and-choose which skills they want to remove. Sadly you cannot separate innate skills as easily, so removing innate skills is an "All-or-Nothing" situation.
It's certainly possible to remove innate skills (even selectively, by clever hacks and using the extender's hot-bar functions) but I feel it causes more problems than it solves. What innate skills were you looking to remove?