Will we be able to mod champion paths?

I was experimenting with modding the "Path of" abilities and unless I missed something or did something wrong, the ability to mod them is limited. I managed to change their effects, but was not able to add or remove paths, neither limit them to specific races / factions. I tried placing requisites for those abilities and they can still be chosen when levelling up. The funny thing is that for the second level up requisites work, so if the champion chooses a path that is forbidden for him he won't be able to advance through that path, but he was able to pick it in first place when he shouldn't.

I wonder if this is something due to being still in the beta or if this behaviour will stay forever.

26,220 views 37 replies
Reply #1 Top

I found this too.    I'm hoping that we can get some Prereqs working on the Paths, as well as the abilities in the Paths themselves.  The only Prereq that seems to work properly for abilities in a path is Allegiance.

You can add a path... but you have to use the mouse wheel to scroll to see it.

I'd be great to have the Player (faction trait) prereqs work for Paths, as well as for the abilities in the Paths.

 

Reply #2 Top

I didn't realize about the scroll X| thanks for pointing it. Where you successful in removing paths? I suppose you weren't. At least I have not managed to do it as I said in the OP.

About the traits themselves you make a valid point. Seems like the requisites are OR requisites instead of AND requisites. That's why there are two "Endurance I", one for Path of the Defender and the other fot Path of the Warrior.

Reply #3 Top


How would we be able to build our own champions if we cannot mod existing ones?

 

Reply #4 Top

Quoting OliverFA_306, reply 2
Where you successful in removing paths?

Nope, haven't been able to remove them :-(

Really really want prereqs working for them, so that we can say create an alternate version of a Path unique to a faction.  It was possible in FE but not (yet) in LH.

@Frogboy/Kael - can you please consider taking a look at this for us at some point.

Reply #5 Top

Quoting GFireflyE, reply 3
How would we be able to build our own champions if we cannot mod existing ones?

Do you mean champion paths?

You can mod existing paths, at least to an extent.

You can create a completely new path.

You just can't (currently) block a path, or restrict it to a specific faction/race.

And you also can't have an ability that is only available if you have a particular faction trait.  For example, take the "Tinker" ability on the General tab.  Let's say you want to make it so that the Tinker ability is only available to Altar...  Or it's only available if you have faction trait X... that doesn't work as far as I can tell.

Reply #6 Top

Weird...

 

I was able to do this when we first had access to the beta. To access the new paths you create, you have to use the mouse wheel to scroll to the ones off screen because there wasn't a slider. I was able to create a new path, a custom skill tree as well.

 

Edit:  poor reading comprehension on my part, abob pretty much said all these things. My experience is the same as his.

Reply #7 Top

Quoting GFireflyE, reply 3


How would we be able to build our own champions if we cannot mod existing ones?

 

Don't look at me! I don't know the answer :-"

Reply #8 Top

I was just playing around with trying to do this. Tried both these codes and neither worked:

 

<Prereq>
<Type>AbilityBonusOption</Type>
<Attribute>Noble</Attribute>
</Prereq>


<Prereq>
<Type>RestrictedAbilityBonusOption</Type>
<Target>Unit</Target>
<Attribute>Summoner</Attribute>
</Prereq>

 

So I was not able to restrict access to a class by making a prereq or by trying to restrict what classes could be chosen depending on what your sovereign was. I can't understand why it doesn't work. Will try to think up other options.

Reply #9 Top

I think it must to do with the way the Path screen is coded.... because they have that new ability type "Unit_Level_Path".  I would guess that the way that choose path popup works is... it just grabs all the abilities that have that type set... and doesn't bother checking for anything else (prereqs),

You'd think it would be relatively easy to tweak it so that as the system builds the list of path abilities, runs the "standard" ability prereq checks on them. Same as unit level abilities on the actual paths, prereqs for faction traits don't work... would like for abilities to not show if you don't have the appropriate Player AbilityBonusOption.  Allegiance works is that case, just not faction traits.

FE handles these things fine.... would really really like LH too also.

 

 

Reply #10 Top

I've gotten things to show up only on the path screen. Depending on your pre-reqs will depend on what screen it will show up in. I'm not sure about custom paths as I haven't made them, but I did set up an ability that can only be chosen after you have reached level 38, and prevents all XP from being gained there after. Available as a Master Assassin, Master Warrior and such. There were some glitches in the ability itself and thus I didn't post it.

You just need the pre-req to live within your custom path.

Reply #11 Top

Yeah but that's something new that you created. I am talking about editing the existing paths. You can't make the existing paths require something, it doesn't work. I put in the code above and tried it out and I could still select any path.

Reply #12 Top

Exactly.  Editing the paths is possible, but removing the existing ones or restrict them, I have nit managed to do it. 

Reply #13 Top

Parrot, what code specifically hides something if you do not have the prereqs for it>>>>

Reply #14 Top

@parrot - yeah forgot that, I found level prereqs worked in that they stop you selecting the ability... but I found you can't just have an ability that only shows if you have a faction trait.

You can toggle abilities to display on/off with allegiance (like the summon lightbringer, and the necromancy spell abilities)... but you can't do the same thing with a faction trait.

An yeah buggered if I can get a Path to hide based on a prereq.

 

Reply #15 Top

Quoting BlackRainZ, reply 13

Parrot, what code specifically hides something if you do not have the prereqs for it>>>>

I don't know of a specifc code that hides an ability when you do not have the pre-requisites for it. They have been changing the process of hidden abilities. Most of the hidden abilities come from player specific abilities (not the character based abilities). Like Masterwork chainmail and such.

Reply #16 Top

Bah, the code I used actually did work, just not the way I had intended it to work. The code I put in doesn't stop you or the AI from choosing any path they want, but it does stop you from seeing or being able to select any abilities from that path. Now if I could find a way so that you can't see a path your not supposed to, it might work. Just not sure how yet.

Reply #17 Top

Well let me know if you get it working.  It's the number one thing i'd like to be able to do in LH that we can't :-(

 

Reply #18 Top

I was able to get this to work sort of. The problem is you have to predetermine what path you want the sovereigns to be so you will have to put in the code for each sovereign the path you want for them. I found a way so that they wont pick another path but will stick to that path you defined for them in the code. I put it into my immersion mod.

Reply #19 Top

^

That¡s great BlackRainZ! :D   Would you be so kind to share with us how you did it?

Reply #20 Top

I think what you could do is make a unique path for each individual champion, though that would take massive work.

 

Would be something nice for a future expansion.   Or could be an awesome basegame mod.

Reply #21 Top

Quoting Alstein, reply 20

I think what you could do is make a unique path for each individual champion, though that would take massive work.

 

Would be something nice for a future expansion.   Or could be an awesome basegame mod.

Excuse me, I don't understand how you could do it. Could you elaborate a bit more, please?

Reply #22 Top

Create a series of unique traits that unlock trait after trait. Making the computers only choice to be those traits as every other trait is restricted because of the path you have chosen for the computer. Force the comp to not be able to choose one of the default paths and then you have exacty what he is suggesting.

Reply #23 Top


But when you reach level 2 the screen with the default paths appear even if you restrict them. Or at least that happened at 0.80. Have not tried to mod it again in 0.90

Reply #24 Top

Not all your champions start at level 1...

For level 1 champions don't change anything leave them free to choose...

Reply #25 Top


I see. But then we are not solving the problem, just avoiding it :&#39;(