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  1. #1

    Default Problems with a skill tree mod

    Hi, I'm trying to do my first mod. It is for TWW2. As a fairly simple start, I'd like to add ancient cunning to beastmen beastlors and LL campaign trees. More sepcifically ?d like to add that as a 5th option in the first subset (tier) 2.

    I have created a pacl called beastmen_ancient_cunning
    within it are two files:
    db -> character_skill_node_links_tables -> data_bmac

    in which I have put this:
    Spoiler Alert, click show to read: 
    wh_dlc03_skill_node_bst_beastlord_campaign_02 wh_dlc03_skill_node_bst_beastlord_campaign_01 0 1 1 0 0 REQUIREDwh_dlc03_skill_node_bst_beastlord_campaign_03 wh_dlc03_skill_node_bst_beastlord_campaign_01 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_04 wh_dlc03_skill_node_bst_beastlord_campaign_01 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_05 wh_dlc03_skill_node_bst_beastlord_campaign_01 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_12 wh_dlc03_skill_node_bst_beastlord_campaign_01 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_06 wh_dlc03_skill_node_bst_beastlord_campaign_02 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_06 wh_dlc03_skill_node_bst_beastlord_campaign_03 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_06 wh_dlc03_skill_node_bst_beastlord_campaign_04 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_06 wh_dlc03_skill_node_bst_beastlord_campaign_05 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_06 wh_dlc03_skill_node_bst_beastlord_campaign_12 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_07 wh_dlc03_skill_node_bst_beastlord_campaign_06 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_08 wh_dlc03_skill_node_bst_beastlord_campaign_06 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_09 wh_dlc03_skill_node_bst_beastlord_campaign_06 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_10 wh_dlc03_skill_node_bst_beastlord_campaign_06 0 1 1 0 0 REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_11 wh_dlc03_skill_node_bst_beastlord_campaign_07 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_11 wh_dlc03_skill_node_bst_beastlord_campaign_08 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_11 wh_dlc03_skill_node_bst_beastlord_campaign_09 0 1 1 0 0 SUBSET_REQUIRED
    wh_dlc03_skill_node_bst_beastlord_campaign_11 wh_dlc03_skill_node_bst_beastlord_campaign_10 0 1 1 0 0 SUBSET_REQUIRED




    and character_skill_node_tables -> data_bmac

    in which I have put this:
    Spoiler Alert, click show to read: 
    wh_main_skill_vmp_lord_campaign_ancient_cunning wh2_main_skill_node_set_bst_beastlord 5 wh_dlc03_skill_node_bst_beastlord_campaign_12 2 0 0 True



    When I start TWW2 with this as the only ticked mod and "enable out-of-date mods" ticked. The skill tree of beastlords appear unchanged. What did I do wrong?

  2. #2

    Default Re: Problems with a skill tree mod

    The four main tables for a skill are: character_skills, character_skill_level_to_effects_junction, character_skill_nodes, character_skill_node_links.

    character_skills
    This sets the id of the skill, and lets you name it, set the icon, description, etc. In addition to the entry in the table, you will need to create a pack\txt\character_skills__core.loc entry, since this is where the name and description will be located.

    character_skill_level_to_effects_junction
    This determines what the skill does, and links the skill to one or more effects. There will be at least one entry per skill level, so if your skill has three levels, then there will be at least three entries. If your skill has two effects and three levels, there will be six entries. If this is a skill that affects units, then I believe you will also use effect_bonus_value_ids_unit_sets to assign the effect to the unit_set. So basically, the effect is assigned to the unit_set, and then is enabled via this table (hopefully that makes sense).

    character_skill_nodes
    This assigns the skill to the unit and skill node, and designates the location of the skill node on the skill tree; 0,0 is the top-left most node. If I recall, x,0 is the horizontal position and 0,x is the vertical position; so 1,2 would be 3rd line, 2nd position to the right.

    character_skill_node_links
    This sets the links between the nodes, as designated is the character_skill_nodes table.

    Taking another look at your entries, it looks like you should be good with just the bottom two tables (I forgot that you were trying to just insert an existing skill when I started typing all of that). However, if you are inserting it into a node location that is already filled then you'll need to shift the other nodes to the right. The easiest way to make sure the node is showing up would be to set the tier to 11 and index to 5 in the characters_skill_nodes table. This should put it at the end of the row. Once you are seeing it is there, then you can go through the process of shifting the other nodes to the right by one and inserting this node into the tree.

  3. #3

    Default Re: Problems with a skill tree mod

    Hi, Thanks for the answer. I'll look through that this evening or tomorrow.

    On a side note, do you know if ancient cunning affects ambush chances in the stalk posture (I don't have access to data that proves me it's the case for skaven for example).

  4. #4

    Default Re: Problems with a skill tree mod

    What does effects_tables do and how does that figure into this? I'm trying to fix the Strigoi missing their overcast raise dead and the entry is missing from character skill level to effects junctions and effects_tables but seems to be present in the others, but when I added it to these two it doesn't fix it. Can you help me out here?

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