Wildermyth

Wildermyth

Legacy Event Augments
61 Comments
WyldFaerie 28 Jan @ 9:38am 
Honestly, I'm fine with this mod focusing on those specific augments and others. So they don't go down a level?
Northstar1989 7 Jan @ 9:55am 
@Hero of Wind hope these get added soon! (others, please don't bury these comments if it's just to criticize me for not making my own mod...) Thanks for the hard work!
Northstar1989 7 Jan @ 9:39am 
@HeroofWind a reminder, since this got buried in Terminus and others saying it's "easy" to make the changes in the Editor (I took a look myself- it is NOT easy to find things there, it's wicked information overload... appreciate your effort in creating this mod all the more now!) here are the unqiue augments that still seem to be missing so far, along with the events that grant them:

Defender's Necklace - Flickerings
Lover's set (belt, necklace, sash) - Token of Affection
Starseed Ring - The Starseed Tree
Silver Compass Talisman - Where We Find Ourselves
Spokesbadge - A New Name
Village Banner - To Remember Us By
Northstar1989 3 Jan @ 9:02am 
@Terminus_X

From my limited experience building mods for games (collaborating on a couple Kerbal Space Program mods back in the day, most notably) when I was healthy, it helps to start small with even just tiny or incomplete mods, and develop them from there.

If you can figure out how to do what you/Custodi mentioned with the Editor, and package it as a mod, it might not be world-shaking, but besides helping people like me it'll also get you on the road to bigger and better mod-building by giving you the confidence of having done a mod already.

Every great journey, begins with a small step! (just don't get stalled on the way- as I often did with my KSP campaigns!)
Northstar1989 3 Jan @ 8:58am 
@Custodi

Thus, many- and there are plenty in worse situations- can't afford an expense like that, and are lucky to be able to buy the base game at all. The only functional, complete mod requires the DLC, which I can only hope will someday go on a deeper sale....
Northstar1989 3 Jan @ 8:58am 
@Custodi to be clear, I fully believe the game's DLC worth the $9.99 (the lowest price it's ever sold for.)

Yet, it's difficult having no income d/t a Disability- and the USA having degenerated into a Capitalist dystopia...

(FDR must turn in his grave to see Social Security so undermined: these days, if a young person does the 8-9 years of under+grad education needed to become a scientist or physician, then becomes Disabled with only 2 years of paid work due the government's mishandling a plague, they'll cheated out of government help because they'd not earned enough "work credits" for age- never mind such careers REQUIRE the many years of hard study, plus unpaid work *during* college + grad school as well as unpaid/underpaid "internships" out of school: none paying enough to earn one "work credit"...)
Terminus_X 3 Jan @ 8:47am 
Since this is still running and the mod I've been using requires Omenroad as a base... honestly, if I knew how to package the changes I'd do it myself. Trouble is I've never actually put a mod out because all the ideas I was working on at one point were too big and complicated for me to pull off and I thusly I never actually got to look at how deployment worked.
Northstar1989 3 Jan @ 8:31am 
@Custodi

If it's easy for you, why not take the list from this mod, the missing ones mentioned in the last 3 or so pages of comments (only a few reference missing special augments), and any others you find/people mention, and create a mod yourself?

There've been multiple attempts at this idea, but none that are up-to-date + don't require the DLC (which some individuals, like me, can't afford: due to Long Covid, inability to work d/t it, and the rules for Disability set such that I can't get it because I hadn't been out of school enough years when I got sick... I've sunk too much into widely popular games to try and build my YouTube so it can earn ad money, and can't really afford DLC for games for my own pleasure...), currently.

It would save a lot of people a good bit of work figuring out how to do it themselves heartache from screwing up the attempt, and of course win you plenty of gratitude!
Northstar1989 3 Jan @ 8:31am 
@Custodi personally modding the game files on every install is not only inefficient (when one person could create a mod used by dozens or hundreds of players), but for me, a recipe for disaster- as I am extremely likely to make a mistake due to my Long Covid (which causes me to forget things, lose focus often, and have trouble processing large amounts of information at times).
Custodi 22 Nov, 2024 @ 6:00pm 
@Northstar, I was checking out this mod because it didn't seem to be working for me, and I noticed yours and Terminus' conversation and he was correct. I read what he said to do, lo and behold it worked. Not sure if you're still looking to do this a month later, but all you do is open the game, click on "Tools" option, Open Editor, Content and Comics, switch the dropdown list from Comic to Items, then type in whatever items you wish to carry over legacies and change it from False to True. Save and click back and you're good to go! Hope this helps someone out
Northstar1989 25 Oct, 2024 @ 11:47pm 
file tools? I know nothing about those man... if it's easy, why not release a mod that does it yourself? (something tells me it's a lot harder than you're portraying it)
Terminus_X 30 Sep, 2024 @ 3:35pm 
Ah, you don't have to make a mod, just use the file tools inside the game to edit the existing game files. It's as simple as opening the tools, going to the archives, and ticking one box for each item in the list.
Northstar1989 30 Sep, 2024 @ 4:43am 
I'm, uhh, not sure that *manually creating my own mod* is really in the cards for me, with my very low Long Covid energy levels and difficulty focusing. It's detailed tasks like that precisely I have the nost trouble with now, as my brain simply refuses to cooperate.

3 years of jello? That's harsh. Have you considered seeing a therapist? I mean, I kind of went to jello for maybe a month or two after getting my Master's degree, but then I picked myself up and spent the next 10 months searching for jobs until I found one- even trapped in a rural part of the Midwest during a regional recession, as I was...

Long Covid is... Different. It's a permanent Disability that generally doesn't get better (the tiny number of studies claiming otherwise, were based on laughably concluding that if a patient stopped seeing their doctor for symptoms- usually due to giving up on getting real help- they must have gotten better! In reality, over 70% of cases never go away...), caused by a virus.
Terminus_X 28 Sep, 2024 @ 2:09pm 
Hey, I finished my masters and then basically turned to jello when all the pressure went away and I'm still out of work three years on. Didn't know about it not working because of Omenroad, but there's an alternative to either mod.

Wildermyth comes with its own mod making tools and even without making mods you can edit the existing game files. If you go into the augments files, you can manually tick all the "persists between campaigns" flags for every augment you want. It won't break anything and should work fine with all your games. It's free, just more manual work.
Northstar1989 28 Sep, 2024 @ 1:52pm 
Sorry for the long comment. Like I said, I tend to blabber these days, if I don't keep anything I write very short. Made writing a case study to finish one of my grad school classes impossible, after Long Covid.
Northstar1989 28 Sep, 2024 @ 1:50pm 
@Terminus_X it may be, that mod doesn't work if you don't own Omenroad. An unfortunate/insurmountable problem for me, as I am disabled with Long Covid, and haven't yet applied for Disability benefits- though I'm finally pushing myself to do so. Anyways, it's just not in the budget right now, sadly, as I have no income and am living off savings...

(I'm terrified of the absolute nightmare stories I've heard about the bureaucracy involved in those, and attempts to gaslight people as if they're not really sick... as if I would have just suddenly went from being a straight-A student in a special premed-Master's program probably about to gain admittance into an MD program, to unable to even sit down and organize my thoughts logically anymore, or stay awake and out of bed a reasonable number of hours each day... at best, I blabber, and sleep 12-14 hours a day and can't get out of bed for hours more many days...)
Northstar1989 28 Sep, 2024 @ 1:36pm 
@Terminus_X interesting that this feature is popular enough that yet another mod picked it up (I count at least 4 such mods attempting to do this now- 1 less complete than this one, and 1 with support doc's mostly only in Chinese...)

Will installing that mod with an existing run going cause issues/loss of special augments? Will it cause conflicts if installed at the same time as this mod?
Terminus_X 18 Sep, 2024 @ 3:05pm 
Not a problem, enjoy!
Lampros 18 Sep, 2024 @ 3:04pm 
Ah, okay; thanks again!
Terminus_X 18 Sep, 2024 @ 2:49pm 
...I mean, first one I came across that worked after Omenroad. Feature wise, it marks the special augments with the same tag as legendary weapons so you don't get rid of them by accident.
Lampros 18 Sep, 2024 @ 2:29pm 
Thank you so much, Terminus_X! May I also ask why you prefer this over other competing versions?
Terminus_X 18 Sep, 2024 @ 2:27pm 
Yeah @Lampros, it is rather. Or at least, it works, but it's selective to a short list and hasn't been updated post Omenroad.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3248609049
is the one I use now
and there a couple others
Lampros 18 Sep, 2024 @ 2:25pm 
Terminus_X,

So this mod is a bit outdated then?
Terminus_X 11 Sep, 2024 @ 9:29am 
@Northstar, I meant I'd found them in the game's archives and hadn't been covered in this at the time. This one I don't think has been updated, but there's several up to date ones in the workshop if you have a look around!
Northstar1989 10 Sep, 2024 @ 10:48pm 
Terminus_X you say "found"?? As in, they're in the mod now?

Thanks, as always, to the author, for his great mod! I understand real life gets in the way at times. Would be lovely to hear from him here / see an update, if he can, sometime, though. Wishing Hero of Wind the very best!!
Sir Snowbear 22 May, 2024 @ 6:46am 
Just wanna say thank you for making such an awesome mod!
Terminus_X 17 May, 2024 @ 6:37am 
Hmm... found the Hearth Talisman, the three Lover's Augments (necklace/belt/sash), the rare death talisman Mystic Staff Shard (apparently has a possible duplicate entry under just Shard, and the DLC augments (forgot to count them).
Terminus_X 17 May, 2024 @ 6:14am 
Apparently the wolfhead amulet isn't carrying over for some reason either.
Terminus_X 17 May, 2024 @ 3:06am 
With the Release of Omenroad, there's new legacy augments primarily from killing the new bosses. In addition to some of the missing ones from previous adventures (Mayor's Badge/...that other town reward from the collective event, defender's necklace, Starseed Ring, the really rare Compass one, and so on), will this mod be updated for the new DLC ones?
Northstar1989 27 Apr, 2024 @ 10:22pm 
Anyone find any other missing augments?
Northstar1989 19 Feb, 2024 @ 8:30am 
Another missing unique augment:

The Starseed Ring (obtained from "The Starseed Tree" as an alternative to the riskier Artifact-quality wand or staff)
Northstar1989 16 Feb, 2024 @ 4:22am 
Awesome! Thanks for updating!!
Hero of Wind  [author] 14 Feb, 2024 @ 7:27am 
Well, at the time I made the mod, I don't think either the Torc or the Cloak existed, good finds! As far as the Stoneblade goes, I thought that one was already included, but looking at my own list I don't seem to see it... interesting. Should be fixed in the next update, relatively soon.
Northstar1989 14 Feb, 2024 @ 5:53am 
Also, someone pointed out and I agree- the Stoneblade Talisman (obtained only if you have an Earthscribe Mystic who finds the Heart of Stone ancient god, and as an alternative to a Transformation at that- VERY rare, and uinique) should be included as well.
Northstar1989 14 Feb, 2024 @ 5:53am 
At least two unique Augments missing that should DEFINITELY be included:

Torc of the Wildkeeper (obtained from helping the injured Hago Cub by bringing it to the Shrine in "Early to be Alone")
Drauvspun Cloak (obtained, on a very difficult-to-succeed roll, from helping the injured Drauven Child in "Abandoned" instead of killing it or leaving it to die)

Both in terms of balance (are alternatives to a pet, or a campaign-long Charisma boost that also carries high risk of Injury), and, more importantly, thematically/narratively, these are items your heroes would not forget and would keep/treasure their whole lives.

They are the two most important items that can be obtained from shows of compassion and humanity, and are most likely to role with a Healer ("Compassionate") hero.
Ellemerr 17 Dec, 2023 @ 6:03am 
You made this mod just for me? I mean, you must have heard my anguish when my very favourite hero lost her Forestlord's Cloak! I am eternally grateful. <3
Villainous Homosexual 16 Mar, 2023 @ 3:29pm 
The stoneblade talisman that can only be acquired from the heart of stone event by a mystic with earthscribe seems like it belongs on the list
ElManzanito 8 Jan, 2023 @ 8:41pm 
I just found this mod, and I'm excited to try it to keep unique equipment.

Could you add the Mossgirdle (sash) to the list? I've had the event trigger twice (you either give up an item for LP or get the sash) but I can't find the name.
Stravask 2 Jan, 2023 @ 12:47pm 
Just wanted to say thanks for making this mod
theprofoundninja 29 Nov, 2022 @ 10:43pm 
Awesome mod. I have been using it since my 3rd campaign or so. Love being able to hold onto those special augments that feel thematic for the character.

I have come across some unique augments that are not in the mod that may be special enough for consideration:

Augment - Event

Armored Storm Pauldron - Storied Bones
Bone Flute - Flowers for No One (as mentioned below by two)
Defender's Necklace - Flickerings
Eaglefeather Talisman - Crag Eagle
Glade Scarf - Spirit of the Forest
Lover's set (belt, necklace, sash) - Token of Affection
Silver Compass Talisman - Where We Find Ourselves
Spokesbadge - A New Name
Village Banner - To Remember Us By

Hope this helps and we get an update! Appreciate the mod thus far again.
CaptainBBPenguin 18 Nov, 2022 @ 3:27am 
Starlen beat me to the bone flute! Also spotted Torc of the Wildkeeper doesn't seem to be included yet (from 'Early to be alone'. Love the mod though!
Starlen 25 Aug, 2022 @ 9:10pm 
Shouldn't the Bone Flute be included? It's a unique Talisman that gives +0.8 Charisma and +15 Charisma. You can only get it in the Flowers for No One event.

Other than that, though, I LOVE this mod! Thanks so much!
cavy 13 Aug, 2022 @ 8:10pm 
I just want to note that this is my favorite. I've got an archer with a bird theme, "Crow Amulet, feathercloak" a close range hunter who wouldn't be complete without Forestlord's Cloak, and a wolfman who's thrilled to carry his amulet across history.

Here's an augment that isn't actually accessible yet, but probably will be- it's called Feather Bracelet. It gives the wearer wings without an entire transformation theme to follow. I found it while trying to learn to make my own campaign.
I'm not sure if it should be added to the carryover list or not, but it seemed worth bringing to your attention.
Gordon Vrijman 13 Aug, 2022 @ 6:24am 
The event The Shape Of Things To Come gives you a sweet fur cloak if you decide not to follow the bear. Fits right in this mod, just don't remember the name of the items. Sadly its not on the wiki either.
stevenchippss 27 Jul, 2022 @ 6:54pm 
Never thought about that. I'll give it a try! Once again, thank you for your help!
Hero of Wind  [author] 27 Jul, 2022 @ 9:43am 
Huh, yeah I just noticed that... probably a Steam formatting issue, nothing to worry about. If you feel up for it, you can also try opening the file in the in-game editor, and setting keepOverLegacy true there, it should fix all the formatting issues for you, otherwise I have no idea what could be going on.
stevenchippss 27 Jul, 2022 @ 9:40am 
I went to check the mod file just now, and it seems like the slots and ownerAspects are actually filled there! I don't know how when I pasted the strings here, the brackets became empty... Yours looks empty to me too...
Hero of Wind  [author] 27 Jul, 2022 @ 9:36am 
Weird. I just downloaded the mod to look at it myself and it looks like this to me:
{
"id": "augment_cloakKing",
"canBeCrafted": false,
"tier": 1,
"category": "augment",
"slots": [ "AUGMENT_CLOAK" ],
"ownerAspects": [ "King" ],
"layers": [
{ "name": "augment_cloakKingBack", "depth": 10 },
{ "name": "augment_cloakKingTop", "depth": 3550 },
]
}
Maybe try unsubscribing and resubscribing to force an update?
stevenchippss 27 Jul, 2022 @ 9:34am 
Thanks! That is how it was before I edited the mod file and put the keepOverLegacy line. I'll try and see what I can do again haha.