Jagged Alliance 3

Jagged Alliance 3

No tactical perk limit
95 Comments
Jero 13 Oct, 2024 @ 5:10am 
I'm thankfull this mod is here, though I'm missing Vicky's "Elbow Grease" Talent.
Any chance on adding that one? Perhaps someone already mentioned?
Here is hoping :)
Damocles66  [author] 6 Oct, 2024 @ 12:59pm 
Psycho is a personal perk(the first section in that menu), they are not covered by this mod. Only the tactical perks are unlimited.
Sneaking viper 28 Sep, 2024 @ 3:29pm 
I seem to have found a bug, I cannot chose "Psycho" as trait anymore. All other perks work, however when choosing "Psycho" it says 0/1.
WOLK 10 Sep, 2024 @ 5:59pm 
Yeeeehhhhuuu!)))
I found out how to do it myself and everything worked out for me!!))) Thank you!)))
WOLK 9 Sep, 2024 @ 10:56am 
Hello again)
Such a question.
Recently I added myself this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3042755161
(Lt. Conrad Gillit)
and I became interested in how to add a perk from this mod to the list of all perks to create a character with the same talent?
Thanks)
WOLK 28 Aug, 2024 @ 6:04pm 
Great thx!))
Damocles66  [author] 26 Aug, 2024 @ 3:44pm 
I think the passive combat perks should already be hidden with this mod(except that explosive thingy "make charges every n hours" which somehow cannot be made hidden afaik)

-> new -> Gameplay -> Change Property

Class: CombatAction
Preset: <the feat you want to edit>
Property:ShowIn
Replace
Value: false
WOLK 26 Aug, 2024 @ 8:28am 
Thank you for your reply. One more question. Is there a mod or can you make one that removes all passive perks from the combat usage panel?
Damocles66  [author] 22 Aug, 2024 @ 1:48pm 
Btw. no guarantee, thats just what is most likely from my point of view, I havent tested it.

For testing purposed it is probably a good idea to set the percentage to 100% and check if it indeed always triggers.

Also remember to make sure your mod is activated in the mod manager(not sure if that is done automatically)
Damocles66  [author] 22 Aug, 2024 @ 1:45pm 
In the mod editor, create a new mod, and doubleclick to open it.
You now see a list on the left side titled Mod Items, with just your mod name.
Right-click anywhere in that list:
-> new -> Gameplay -> Change Property

A new entry named ChangeProperty is added to the list on the left, and its details open to the right.

Change the name, enter a name on the right side in the name field, press enter.
Further down you have changeProperty with an empty dropdown menu where you select a class.
Select the "CharacterEffectCompositeDef" class.
Select the Psycho Preset
Select Parameters as Property

It should now have preselected a procChance with an orginal value of 3% and replace as the edit type.
That is fine, when you click on the +Param procChance = 3% in the lower value field, a new window should open where you can edit the % chance. I assume !!! setting this to 0 should do the trick.

After that press the save button on the top left, and you should be able to test it.
WOLK 20 Aug, 2024 @ 2:20am 
@Damocles66
Dear author of this mod, I want to ask you.
Where, in what line should I change the value so that the "Psycho" perk gives only additional dialogue options, without a sudden and unplanned burst attack?
Thank you.
WOLK 18 Aug, 2024 @ 5:26am 
I want to tell you again, thank you very much!!))
Everything works like a Swiss watch)))
Damocles66  [author] 12 Aug, 2024 @ 6:50am 
Just an error when the doc got updated. There is no http://multiimp( ...) it somehow added a http:// to the beginning. I fixed the description.
Simon12 11 Aug, 2024 @ 8:50pm 
I hit the link in the description and got this

"http://multi-imp(https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3005677698) has been flagged as being potentially malicious. For your safety, Steam will not open this URL in your web browser. The site could contain malicious content or be known for stealing user credentials."

should I be concerned?...
Damocles66  [author] 10 Aug, 2024 @ 5:08am 
Updated the mod to enable this.
WOLK 10 Aug, 2024 @ 1:26am 
I absolutely don't want to EXCEED the 100 point limit.
I want to create a character with all stats of 100 points.
But the game does not allow you to do this because in the top line of points there are red numbers -450yu And the game does not allow you to go to the next page.
Damocles66  [author] 9 Aug, 2024 @ 7:38pm 
Hm, I'm not sure that the 100 limit can be exceeded. But regarding checks in general, you have to look in the lua scripts. There is usually a checkX function that is used to decide whether you can proceed away from a given "page" or not.
e.g. looking at script.lua in this mod you will find a CanFinishMercCreation and CanAdvanceToMercPerks function that calls 5 different functions (checkkMercName, nick, stats, personal and so on). You can change this return to fit your needs. For more points you probably want to take a look at the check stats function. There appears to be a constant const.Imp.MaxStatPoints that defines the maximum number of points. I assume you can just as well replace all occurances of that constant with a different fixed number (or find the definition location of that constant and change it). For that I would again suggest to ask in the discord.
WOLK 9 Aug, 2024 @ 5:52am 
This limitation can be bypassed.
Previously, UBERIMP provided such an opportunity, but now it does not work.
I want to understand how to bypass (cancel) this restriction.
FAT WANZER 9 Aug, 2024 @ 3:16am 
@WOLK that's the game limitation
WOLK 9 Aug, 2024 @ 3:11am 
I’ll say right away that all previous mods “UBERIMP”, etc. DO NOT WORK!
And your mod allows you to do everything at 100 but does not allow you to go further.
WOLK 9 Aug, 2024 @ 3:09am 
Please tell me how to set the basic parameters to 100 without conflict?
In which line do you need to change something so that the parameters are all 100, but at the same time the total number of points is 0 and not -450 as it is now?
Because of this, the game does not allow you to move on to the next stage.
Damocles66  [author] 8 Aug, 2024 @ 3:32pm 
Not entirely sure that that moving them in itself can be done. It should however (probably) be possible to achieve the same effect by duplicating their effects to new tactical perks(with the same name, icon and so on).
I would suggest to look at a mod that adds new perks and how they define these new perks and their effects. Then I would take a look at the vanilla personal perk effects, and try to duplicate them for these new tactical perks.

I would also suggest you join the official jagged alliance 3 discord (just google it), there is a subchannel specifically for modding, where you are likely to find people far more advanced into modding this game that can help you further.
WOLK 8 Aug, 2024 @ 8:50am 
Please do it yourself or tell me how to do it in order to transfer personal perks to tactical ones?! I've been struggling with this problem for a week now.
FAT WANZER 22 Apr, 2024 @ 3:51am 
blue perks while not showing also works,tested with raven overwatch that give crit
FAT WANZER 22 Apr, 2024 @ 3:51am 
NVM i dunno why i disable all mods restart and activate it again now works
FAT WANZER 22 Apr, 2024 @ 3:13am 
i used the steam version it said 1.07.-168,the only other mod modifying IMP is portrait and the one adding merc,it worked before when i used the old multi imp from nexus
Damocles66  [author] 22 Apr, 2024 @ 2:29am 
Can you please check and post the mod versions used (and enabled) from your games mod manager? It still works with multi-imp 1.07.-168 (just tested)
FAT WANZER 22 Apr, 2024 @ 1:10am 
tactical perk still limited to 2 how to make it no limit?(using multi-imp steam)
Damocles66  [author] 12 Jan, 2024 @ 7:05am 
I checked the mod, but neither could I select more than 1 personal perk, nor does the code look like I'm supposed to be able to. (it is unchanged in that regard from vanilla I think)
nDervish 11 Jan, 2024 @ 8:18am 
Maybe check in with the author of the "Make IMP Great Again Remastered" mod? Their screenshots show an IMP with 12 personal perks selected.
Damocles66  [author] 4 Jan, 2024 @ 3:24am 
I had tried around with that, but couldn't get it to work, the code (in the page) and probably the rest of the coding assume this to be a single entity and not a list.
Ram 2 Jan, 2024 @ 9:40am 
Could you make a mod to remove the limit for personal perks and attributes too?
infiniteMotion 29 Dec, 2023 @ 4:57pm 
Damocles66 -

This worked perfectly, allowing me to append my custom Perks to NTPL by just duplicating the entire PerkList script in my own mod and adding the new entries!

Thank you SO MUCH for going through all that effort for me, it's very much appreciated. Now to actually get everything working in the standalone... ;P
Damocles66  [author] 29 Dec, 2023 @ 11:43am 
Ok, the UI issue turned out to be quite easy. The layout of the box has to be defined as a Grid, not a HList, and the required calculations done in the placement method. I essentially copied that from the tactical perk part. I tested it by simply returning the same perks twice and the display looks ok. I'm sure there are limitations in regards to how many items can be used until other stuff breaks. But that is up to you to test.

I have refactored the "getPerkList"-methods into an extra module/file (PerkList.lua). You can overwrite this file and extend the list. If there is more that needs to be added feel free to send a friend request so we can clarify outside the comments.
infiniteMotion 29 Dec, 2023 @ 6:43am 
Ahoy hoy! I have some custom mercs who aren't ready for showtime yet, but I have a handful of custom Perks for them and was thinking about releasing a pack that could be used as an add-on to this mod. Looking through your Code item, I can see the perks are just listed by name under 'local personal_perks = {' -- is it possible to add external code that appends additional Perks to the list?

It does bring up UI concerns, as the default NTPL listing leaves only one space open for an additional Perk and probably doesn't support a scroll bar. If it's a no-go then no worries, I figured I'd ask and see if it was possible!
SgtoPereira>>> 26 Dec, 2023 @ 2:48pm 
Hello. Okay then, I was wondering. Really amazing mod, thank you very much!
Damocles66  [author] 26 Dec, 2023 @ 2:08pm 
Hello,

yes that is intentional. Passive traits are hidden in the tactical view, so that people that select many of them for their IMP-mercs don't run into usability issues, i.e. not being able to activate/select the active perks because a long list of passives would result in the active ones simply not being displayed on screen.

Both perks are still present and functional(with the above referenced limitations), there is just no icon being displayed for them while in the tactical view.
SgtoPereira>>> 26 Dec, 2023 @ 8:03am 
Hello. I just made a new group with "Fox", Livewire, Grizzly, Barry, Raven and Raider. Of these, only the advantages "off the hip" (Grizzly) and "boutique explosives" (Barry) appear on the bar, those of the other characters do not, although they are listed in the detailed description of each of them, that is: "they are activated", they just aren't shown for "Fox, Livewire, Raven and Raider". One detail: if you deactivate your Mod (in the same save), all the advantages are displayed in the bar for all of them. I hope it helps. Thanks.
Damocles66  [author] 26 Dec, 2023 @ 7:02am 
Can you list the advantages that behave unexpectedly?
If it works as intended, the perks of Fox, Liveware and Raven, being passives, should be hidden in the tactical view, while Grizzly's "from the hip" being an active ability should be visible.
SgtoPereira>>> 26 Dec, 2023 @ 5:50am 
Hello. I still have the problem here, with "some" (only on some mercenaries) passive advantages that are hidden, but others are not. For example: in a group with "Fox, Liveware, Grizzly, Raven and "Alpha" (my created character)", only "Grizzly" shows the advantage correctly, the others do not. I tested it with other groups, and always in a new game, but the problem persists. I noticed this from yesterday. Thanks.
[POD] Wolfpack 22 Dec, 2023 @ 6:50pm 
don't have looked for now, but thanks if it works now :)
hakansherif 22 Dec, 2023 @ 9:19am 
yay thanks mate
Damocles66  [author] 22 Dec, 2023 @ 7:39am 
Should be fixed now. Apparently the overwrites are now supposed to be in one of the meta files.
If you find perks missing that should be displayed or some being displayed that should not be. Please report them.
hakansherif 22 Dec, 2023 @ 5:20am 
is there a way to use the talents with the non showing perks since they arent shown due to passives taking all the space on task bar?
Damocles66  [author] 22 Dec, 2023 @ 3:18am 
I have removed the file that did the overwrites for now, so at least there won't be duplicate symbols.
Damocles66  [author] 22 Dec, 2023 @ 2:24am 
Can confirm that it does not work. However there seems smth has changed in the main-coding. Before, if you instantiated something with the same id (e.g. a trait/perk) as it already existed, you would overwrite said perk. That is also how it is still documented in the modding wiki. However I now end up with two instances of it. Not sure how that happens.
hakansherif 22 Dec, 2023 @ 12:13am 
yea it was working before the update but now the passive perks are back hope it can be fixed
[POD] Wolfpack 19 Dec, 2023 @ 4:10pm 
is the remove from passive perks bugged? after update to 1.4 they are not hide anymore and looking like the screenshot from the mod
Damocles66  [author] 18 Dec, 2023 @ 12:20pm 
Thanks for the confirmation. :-) Also, since apparently no further multi-imp updates are planned in the near future, the current fix remain in place for now.
SgtoPereira>>> 18 Dec, 2023 @ 12:14pm 
Hello. Working! Thank you very much for the correction. Thanks.