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Throughout Rivellon skills are passed from Teacher to Pupil with the help of Skillbooks, wondrous tomes of power. But some choose to not spread their knowledge, and don't offer Skillbooks for certain skills.

This status quo is about to be changed... For better or worse, only time can tell.


This mod makes it so that Skillbooks that were only sold once (or not at all) are now purchasable at all vendors that sell that type of skillbook.

For example, without the mod, the Walk in Shadows skillbook is only buyable via the Elemental mid-to-late game, who only sells a single copy of that skillbook. With this mod...

[Linked Image]

It's available at any Scoundrel Skillbook vendor (and can be found randomly throughout the world as part of a random drop).

Download link-
Current version (with Dust Devil added in)-
http://www.mediafire.com/download/ecs0nvybyc2lkwt/PurchasableSkillbooksV2.zip



Installation-
Merge the contents of the Zip file into the corresponding folders in your Divinity - Original Sin installation location.

If you just wish to use the functionality of this mod, transfer the PurchasableSkillbooks.txt file from the Stats/Generated/Links/ folder to your desired mod's Stats/Generated/Links/ folder.

Compatability-
This mod should be compatible with everything. This only changes existing Skillbooks within the game. Notably, this should be compatible with my Infinite Skillbooks mod if they're both in effect.

Full list of Purchasable Skillbooks via this mod-

Note- This mod also makes it so that the specified Skillbooks aren't unique (some of them were previously). There might be unintended effects...

Note on the formatting- this lists the name of the skill, followed by the average level required to actually find/buy it. By convention, this average level is two levels lower than the level necessary to actually use the skill (like every other Skillbook).
Code
FIRE SKILLS
Burning Blaze- Level 5
Immolation- Level 11
Lava Core- Level 18

WATER SKILLS
Ice Wall- Level 8
Mass Slow- Level 14
Hail Attack- Level 16

EARTH SKILLS
Boulder Dash- Level 2
Petrifying Touch - Level 5
Magical Poison Arrow - Level 5
Summon Wolf - Level 8
Earthquake - Level 16

AIR SKILLS
Lightning Bolt - Level 8
Make Invisible - Level 14
Storm - Level 16

WITCHCRAFT SKILLS
Create Undead Warrior - Level 5
Finger of Death - Level 14
Invulnerability - Level 16

WARRIOR SKILLS
Dust Devil - Level 1 (I had to add in a new skillbook for this skill, since it didn't have one)
Whirlwind - Level 5
Phoenix Dive - Level 5
Terror - Level 14

RANGER SKILLS
Barrage - Level 5

ROGUE SKILLS
Walk in Shadows - Level 1
Eye Gouge - Level 5



Edit:
Updated to version 2, which now includes a Dust Devil skillbook. There might be unintended side effects with skills getting mixed up, since the new addition technically overwrites the existing skill to add a Skillbook entry for it.

Last edited by Rhidian; 30/07/14 07:42 PM.
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Bravo Rhidian! This is the most wanted mod that people have been asking for. You've just won yourself a whole heap of friends smile

Well done!

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Brilliant smile

Few questions.

-When you reload/level up I presume all skillbooks are restocked?
-If I play with a friend does he have to have the mod also?
-Yes is it current savegame compatible?
-Does it include ALL skills books for that specific school?

Big Thanks.

Last edited by Shiu; 30/07/14 12:00 PM.
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Is it savegame compatible or I need to start a new game?

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Please include Dust Devil skill for added epicness.

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Originally Posted by Tva
Is it savegame compatible or I need to start a new game?


Mods that don't corrupt the Main folder (ones that don't prevent multiplayer) are inherently incompatible. The way around this (getting it to work with your I progress saves) involves meta.lsb swapping of save games as I described in my other thread Main Campaign Modding.

This mod should be making the originally unsellable Skillbooks sell like any other Skillbook. Which means they will populate a vendors inventory for the first time you talk to a vendor each level (note the minimum level to even be able to see it though).

Was Dust Devil a rare book? It's possible I missed one, since the Links file I looked through is cluttered. I'll look into that later when I'm able to.

Edit:
For your edited questions-
I actually don't know how mods work with multiplayer. I presume all players need it (those are the anecdotes I've been hearing).

All other Skillbooks not touched by this mod are as purchasable as they have always been. Vendors will eventually sell any book within their respective schools; you just need the appropriate level to see the higher level books.

Edit #2:
If your current playthrough uses another mod, then all you would need to do is move the PurchasableSkillbooks.txt from my mods Public/(Mod Name)/Stats/Generated/Links/ folder to the corresponding Links folder for the mod you're using.

Last edited by Rhidian; 30/07/14 12:38 PM.
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Originally Posted by Rhidian
Was Dust Devil a rare book? It's possible I missed one, since the Links file I looked through is cluttered. I'll look into that later when I'm able to.

As far as I know Dust devil can only be obtained at the start of the game through character creation (or a savegame editor). The skillbook is not present in the game world nor any warrior vendor sells it. Maybe the skillbook itself doesn't even exist in the Divinity Engine Editor, we'll see.

Last edited by Magus; 30/07/14 12:58 PM.
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Dust devil sells but rarely, thats true.
Ive bought it a few times in different playthroughs.

There are a few spells that seem to appear very rarely like that.
But this should take care of that completely.

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After looking through the Main Stats folder, I now know why the Dust Devil skillbook cannot be found.
1) The skill in SkillData.txt doesn't have a Skillbook entry listed for it
2) There is no Dust Devil (or WhirlwindStart) object in the RootTemplates
3) There is nothing in the Links folder to link the nonexistent Skillbook entry to the nonexistent Dust Devil Skillbook RootTemplate. This is why I didn't see it when I was going through the Links txt file; it's not there in the first place.

This leads me to the conclusion that Dust Devil is the only skill in the game only obtainable via Character Creation.

Which means that to fix it, I'm going to have to create my own Dust Devil skillbook object and link it properly. The potential issue I see is that the original Dust Devil entry itself doesn't list a Skillbook data, which will probably mean that I'll have to create a near-identical copy of the skill and have my Skillbook point to that instead.

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This is what I feared. It looks like devs forgot about Dust Devil altogether. Thanks for the info though.

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Shrug. I bought it a few times anyway. smile (I think)
Although, i probably restarted the game thirty times by now, including all the beta repeated starts, of course.

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Since I fully expect Larian to fix the Dust Devil Skillbook sometime in the future (eventually), I'm going down the route of adding a Skillbook entry to the existing Dust Devil skill. That being said, this route may have unintended side effects (like Skills getting mixed up in their effects); I didn't see this in my test run with this new version of the mod, but it's happened to others before when the SkillData entries were overwritten.

New version with a Dust Devil Skillbook added in is here-
http://www.mediafire.com/download/ecs0nvybyc2lkwt/PurchasableSkillbooksV2.zip

I also noticed in my test run that Phoenix Dive appeared at Aureus for my Level 2 party, so I'm probably mistaken about the minimum level thing to some degree.

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There is simply too few skills for the game as it is, so they had to separate them into specific level tiers. I think only adding more, specifically the various smaller versions of the spells already in, would nicely fill up the skill tree without overblowing everything out of proportion more then it already is.

Or could be seen as, at higher levels certainly, due to all of the super high fantasy epic angle of the setting and the story itself.


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This might be an odd request, but is it possible for this to add Boulder-Dash as a spellbook? Currently boulder-dash is impossible to get as a spellbook, only boulder-bash. Boulder-dash however is able to be gotten as a scroll, but if you try to make it into a skillbook it turns into a boulder-bash skillbook. Both abilities are completely different almost, but earth really lacks that high end AoE that won't cause madora/jahan to leave (Earthquake I'm looking at you).

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When you say Boulder Dash is impossible to get, do you mean with my mod active? It should be one of the Skillbooks that my mod makes purchasable (I listed it in the first post).

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Originally Posted by Rhidian
When you say Boulder Dash is impossible to get, do you mean with my mod active? It should be one of the Skillbooks that my mod makes purchasable (I listed it in the first post).


Oh! Derp on me, I completely missed over it. Thanks laugh

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Originally Posted by Rhidian
Since I fully expect Larian to fix the Dust Devil Skillbook sometime in the future (eventually), I'm going down the route of adding a Skillbook entry to the existing Dust Devil skill. That being said, this route may have unintended side effects (like Skills getting mixed up in their effects); I didn't see this in my test run with this new version of the mod, but it's happened to others before when the SkillData entries were overwritten.

New version with a Dust Devil Skillbook added in is here-
http://www.mediafire.com/download/ecs0nvybyc2lkwt/PurchasableSkillbooksV2.zip

I also noticed in my test run that Phoenix Dive appeared at Aureus for my Level 2 party, so I'm probably mistaken about the minimum level thing to some degree.



I've been messing around with the mod, and I really like it so far! But... the skill messup happens quite a lot. It seems like if you start the game with dust devil it happens immediately, and if you load a save with someone who has dust devil (I think madora starts with it?) It will also mess up. It is amusing though, since fire-fly becomes lava-core despite still costing the same as firefly. And the summoners at the start summon the wrong enemies instead of the low level skeletons (Cause their skill got messed up?) and summon burning skeletons of death (Guessing it flipped with the fire totem).

Do you have a version without dust devil? Honestly I can go without to avoid this bug even if it is funny at times.

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ouch

The Dust Devil-less version is the old version listed in the first post. You can also just delete all of the DustBook files from within the Stats folder of the existing mod.

I suppose this means that I should go the Psuedo-Dust Devil route then.

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Hellz to the yeah. Thanks, Rhidian.


"We shall not fear the coming of the shadow of death."
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I have replaced the Version2 of this mod with one that uses a Psuedo-Dust Devil instead of overwriting the old one.

The Psuedo-Dust Devil is basically the same as the normal (except it has a Skillbook entry), it just uses a different skillID. Character creation and the Skillbook have been changed so that they point to this psuedo-dust devil instead.

The link for Version 2 in the opening post works to download this updated version.

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Rhidian: I'm trying to get this mod (either version) working with an existing game save, with no luck. The method that I am using involves dropping the game mod files into the Data directory, going into the game and checkmarking and Activating your mod, then starting a new game. I save my game with the mod active, and then drop the meta.lsb from the mod-active save into the vanilla-game save.

Unfortunately, beyond screwing up the in-game "Day X" timer and plopping me into a strange location when I first load the save, it does not work. I don't care about multiplayer - is there a way to do this by dropping it into the "Main" folder? I know this would "corrupt" Main, but again I don't care about multiplayer and I can deal with the popup messages.

Thanks for your help, I can't wait to get it working... I've got both characters itching for a respec! smile

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1) Are you activating any other mods as well? Multiple mod activations will introduce conflicts

2) In your save game, did you already talk to the NPC you're looking to buy a book from at your current level already? NPCs don't restock their inventory unless you have leveled up since you last talked to them.

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No other mods, just yours. I haven't talked to any of the NPCs I'm bartering with since I last leveled up - I'm able to savescum (and have been, fruitlessly, for Eye Gouge, Burning Blaze, et al until I realized what was going on), so the inventory's being generated when I talk to them the first time presumably.

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Just FYI, I managed to sidestep the problem by using the WIP savegame editor to just edit in the books I need. Thank you for your quick response to my question - please don't go to any further trouble on my account. I'm looking forward to having this mod enabled from the start of my next run through the game!

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Rhidian: thanks for the mod, but I have really serious problem here while using it - the description of skills is mess up, and so do the skill.

For example, I have skill Water shield, before using your mod, it's create a shield water; after applied your mod, its description becomes the description of Fire shield, and now it create a... fire shield whenever I use it.

So, I want to ask if i did anything wrong, 'cause all I do is paste mod into Data folder, done. Ah, and I'm using the old save, not the new one.

Last edited by nospada; 01/08/14 01:53 PM.
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I have recently updated this mod so that it doesn't overwrite the original SkillData.txt at all (which is what should have been causing the issue). You might have to redownload the Version 2 link (or if all else fails, Version 1 which doesn't touch Dust Devil at all).

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Were you able to get boulder dash in testing? I can tell the mod is working on a new game I created because I see burning blaze, poison arrow, etc.

However, boulder dash is not appearing no matter how many reloads I do at Arhu (At around 30 now). I'm concerned the relation between Dash and Bash may be causing all boulder-dash books to be boulder-bash (It occurs when you try to make a dash scroll into a dash book in base game, the scroll turns into a bash book.).

If there are level requirements that could also be an issue, but since I'm seeing high level spells on Arhu I'm assuming that isn't the issue.

I'm using version 1 since I'm using this mod for a double-mage lone wolf playthrough and won't need dust devil.

Last edited by Diseenith; 01/08/14 10:41 PM.
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After trying it myself, I have to say that you're right; I haven't been able to see Boulder Dash as a Skillbook either, even after I tried switching its link from SkillbookEarth to SkillbookFire.

Theoretically, it should be working. Boulder Dash has its own SkillData entry (with Skillbook name), there is a RootTemplate for a skillbook that points to the correct skill, and the Link file correctly links the GUID of the RootTemplate to the SkillData. And yet it alone does not appear to work.

The Localization entries do not appear to be the issue; adding the Skill directly to my character at Creation (through tweaks to the mod) enabled me to use the correct skill. The Boulder Bash books did not say "You already have learned this skill" when I browsed Arhu's stock with Boulder Dash in my skillbar.

I honestly don't know why Boulder Dash appears to be the exception; it uses the same patterns that every other skillbook use. I suppose I'll have to make a psuedo version of Boulder Dash as well.

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I figured out the issue. It appears that I was mistaken; my Links entry for Eye Gouge and Boulder Dash were incorrectly formatted.

Here is what I had:
Code
object itemstat "SKILLBOOK_Rogue_Target_EyeGouge","ddbf2d7d-a2b4-4d15-87e2-98653d14964e","SkillbookRogue",0,0,"",1,1,8,0,5,20
object itemstat "SKILLBOOK_Boulder_BoulderDash","10b17363-398f-471d-bfbb-937b3a66ae04","SkillbookEarth",0,0,"",1,1,8,0,2,20


And here is what I needed to have:
Code
object itemstat "SKILLBOOK_Rogue_Target_EyeGouge","ddbf2d7d-a2b4-4d15-87e2-98653d14964e","",0,0,"SkillbookRogue",1,1,8,0,5,20
object itemstat "SKILLBOOK_Boulder_BoulderDash","10b17363-398f-471d-bfbb-937b3a66ae04","",0,0,"SkillbookEarth",1,1,8,0,2,20


Updated version shall be up soon...

Edit:
The link for V2 has been replaced with the updated version. It turns out that my formatting for Invulnerability was wrong as well. All of the skills should be working as intended now.

Link is here-
http://www.mediafire.com/download/ecs0nvybyc2lkwt/PurchasableSkillbooksV2.zip

Edit #2:
Version 1 (without Dust Devil) has been corrected and replaced as well.

Last edited by Rhidian; 02/08/14 04:43 AM.
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Module is now available on the D:OS Nexus-
http://www.nexusmods.com/divinityoriginalsin/mods/30/?

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Originally Posted by Rhidian
I have recently updated this mod so that it doesn't overwrite the original SkillData.txt at all (which is what should have been causing the issue). You might have to re-download the Version 2 link (or if all else fails, Version 1 which doesn't touch Dust Devil at all).


I haven't try the new one, but with the old one, even after I unchecked the mod, the problem is still there, and I have to re-install the game. Well, just let you know.

Again, thanks for the mod smile

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HI Rhidian. I've try the new ver of mod, it seems like there are still skills that have different effect than their name.

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Hi Rhidian,

Any chance that you can add tome of body mastery & compendium of mortal techniques?

I know that they are not classed as skillbooks but silence

Thanks in advance!

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I am using a mod already, that adds missing or broken crafting recipies. I really need it, but I really need those skillbooks also. So, I already know how to use the main.lsb from a new savegame with a mod activated and replace my current savegame's file with it. The problem is, two mods, tricky. You mention that I can do it by simply using your PurchasableSkillbooks.txt. Alright. But where should I paste that? That is my question. The recipes mod path is ..\Divinity - Original Sin\Data\Public\Fixed_and_Missing_Recipes_85e5adf9-1a66-412d-b24f-71d59331859b\Stats and in there, there are just two files, ItemComboPreviews.lsx and ItemCombos.txt, no folders. Should I copy PurchasableSkillbooks.txt in there or create a folder called Generated and then copy it in it? I guess the second one yes? Will it work??? Please awesome mod-maker, enlighten your humble pupil. smile

UPDATE: Yes it worked just fine. I simply copied the "Generated" folder there and there are my shiny new skills. smile Thank you.

Last edited by 613 The Evil; 05/08/14 04:05 PM.
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You will want to copy over the Stats/Generated/ folder from my mod into the Crafting mod's Stats folder. You would also want to copy over the RootTemplate folder to the Public/CraftingMod/ folder as well, since that has the Dust Devil book.

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I have the Mac version of D:OS from Steam, and installing the new version of the mod (just found it last night), the mod doesn't seem to work right. When I create a new game with this mod enabled, all of the skills from character select are messed up.

As an example, I select Scarlet as a Knight. Then I customize her to have Witchcraft and pick Bloodletting. At that point, the icon looks like Bloodletting, and the spell label is "Bloodletting" but the tooltip description seems to be the Geomancer poison skill. If I go ahead and create the game, hitting the "Bloodletting" icon does indeed cast the Geomancer poison spell (and the tooltip reads as if it were poison). This is 100% reproducible for me. Similarly, if I pick the Geomance "Summon Spider" spell, the spell I actually get is "Blood Swarm" (also 100% reproducible).

Hopefully that helps you debug this, it's a great idea for a mod (and honestly addresses something the devs should just fix)!

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Thanks for a great mod!

Perhaps someone already mention it but if you could mod the mod (lol) to make all scrolls craftable into skillbooks it would be great!

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Hmmm. No one else has a problem with this mod and starting skills being messed up? Is anyone successfully using the current version of this mod on the Mac with the Steam version of the game?

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I don't know if this works for the Mac version or not, but it's worth a shot. I noticed that whenever the game loads a new mod, it tends to break. That is if I switch from Main to Purchasable skillbooks, or another mod for that matter, when I start a new game or try to load the mod into another save, the skills are usually messed up and will either cause the game to crash when trying to use them or simply do nothing at all or as Skyria mentioned above, use an entirely different skill. My solution on the PC is to actually activate the mod in game, then quit out of the game and reload the game with that mod activated at the start. This forces the game to reload the entire package which it doesn't seem to do correctly when you simply switch in game. Dunno if that will fix your problem Skyria, but it seemed to work 100% of the time for me on the PC version so it's probably worth a shot at least.

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I am definitely seeing the weird skills issue in my mod. I'm finding problems left and right so I just assumed I'd broken yet another thing and put it down to my own error.

Selfishly, I'm somewhat delighted to see here that it's an editor problem and I can stop trying to fix what I (assumed I) did wrong.

[Linked Image]
(EDIT: image has come out all blurry, sorry. in case it's difficult to make out, this is my character's Rage ability, in which he would like to spin in a circle doing crushing damage.)

If I had to guess what was causing it, I'd say that the game engine has trouble accessing custom .txt files from the public portion of the .pak on initial load.

Last edited by Noaloha; 11/08/14 05:33 AM.

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for those that want to test this with me:

add this folder from the unpacked main folder:
[PAK]_SkillScripts

looks like this:

\Divinity - Original Sin\Data\Public\_YOURMOD_\Content\[PAK]_SkillScripts

test it to see if this works, seems on first load dos doesnt add scripts to the mod so maybe manually add them helps

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I was wrong, this is the culprit:

If the Skills are not working, simply close the game and open it again.
This is because you need to have this file

C:\Users\_USERNAME_\Documents\Larian Studios\Divinity Original Sin\PlayerProfiles\_PLAYERPROFILENAME_\modsettings.lsx

Divinity: Original Sin creates this file when you load a mod for the first time. If you have never played a mod with Divinity: Original Sin then the game will not have that file. This causes the Skills to not work properly.

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Would there be any way at all to use a Story Editor function to make the game effectively cycle the load twice? I'm guessing that's outside its capabilities, but I figured I'd ask.


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I have downloaded this mod, copied Mods and Public folders from zip into my data folder.
Activated the mod in main menu, created new game under my old profile.
Saved new game, took meta.lsb from new game and pasted it into my old save.
Played and leveled up my characters, but merchants still wont carry skillbooks specified in first post. They are all randomized every time i talk to merchant(after leveling up).
Any ideas?

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Any idea on how to remove the mod from an existing game? I have the all-weapons-classed-as-one-handed bug now, which is definitely due to this mod as it is the only one I used.

I have deactivated it from the game menu, removed the folders from Data/Mod folders without success. Exchanging the (already replace once) meta.lsb with one from a new game without the mod did not help either as I have a corrupted savegame (error 302) then.

Any ideas?

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Is this mod compatible/necessary with patch 1.0.252.0? I've been holding off on playing because I knew this patch was in the works, but I didn't see any mention about how some skills either didn't have skillbooks or had skillbooks but were never sold by vendors. Was this changed at all? And if not, does the mod work with the latest patch?

Actually it looks like this isn't the big rebalance patch I've been waiting on, and that the patch is still pretty far off... oh well, time to get back to waiting I guess!

Last edited by Velcro Sneakers; 12/02/15 04:10 PM.
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Originally Posted by Velcro Sneakers
Is this mod compatible/necessary with patch 1.0.252.0? I've been holding off on playing because I knew this patch was in the works, but I didn't see any mention about how some skills either didn't have skillbooks or had skillbooks but were never sold by vendors. Was this changed at all? And if not, does the mod work with the latest patch?

Actually it looks like this isn't the big rebalance patch I've been waiting on, and that the patch is still pretty far off... oh well, time to get back to waiting I guess!

yeah it does work with the latest patch. And works with other mods. I have this and the authors Infinite Skillbooks plus another main mod.
I had to copy PurchasableSkillbooks.txt as pointed out in the OP to get it to work with my main mod (Andy's Essentials).

Just started replaying with these mods as my first run thru were all lonewolves, but I find it more fun with 2 companions plus these mods.

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