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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901859934&searchtext=talent
https://github.com/Regalis11/Barotrauma/tree/master/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities
A sample of modified talent tree for 0.20.15 is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2902046280
I dont see a way to make this funtion the same way it was before game recent update.
The engineer talent you used for this is gone.
I have been asked 3 times about this mod (since it's in my campaign modpack) and had to explain that it DOESN'T unlock all talents.
It kind of is retroactive, but instead of unlocking all the stuff you would normally get, it just unlocks the other perks to buy them manually. That is, you will need more perk points to buy them one by one.
The command is:
"giveexperience [amount] [character name]"
Remove quotation marks, the " " symbols at the beginning and the end, and type in the specified information in the square brackets, so instead of typing something like [1] just type 1 to get what you need. Hope that helps.
Is this something that was normally in Vanilla. A sub talent tree?
Im not trying to be negative, i just didnt know this was a thing if it is. So im surpriced.
Though you can still make a save backup, as is always recommended when adding mods mid-game.
It works fine when added mid-game, the Tier 4 talents gain the unlocking feature, but those that are already Tier 4 when the mod is added, instead of working immediately... just make those missed talents selectable.
For example, Gunslinger tree for the Captain - Unlock the whole tree up until Bounty Hunter, let's say your picks caused Quickdraw and Drunken Sailor to be locked. When the mod is added, those two become selectable, but they will cost two perk points, as you simply buy them.
Even if, ultimately, not related to my mod, I still enjoy people reporting any potential bugs. Gives me something to do.