UnknownHuman wrote: Templayer wrote:
UnknownHuman wrote:When you know all weapons skills and all Magic skills you cannot see Light Magic / Dark Magic in the skill tree.
So you cannot train these 2 skills.
You mean put points in them. This has been reported on the Bug Tracker already, however that was with a custom "cheated" character. Under what circumstances have you managed to do it?
Anyway, a scrollbar was planned to be shown when that occurs, before Rodril left for his hiatus.
Well I made a character that can learn everything for fun.
Wanted someone that knew everything. The skills on the Right panel go further down.
Left goes down 10 skills... Right goes down 14 skills.
Ow ok on the scroll menu, would be great. Guess I will have to wait then.
IS there anyway to remove skills from a character ? Like Axe, Spear or Blast ?
So you created basically a cheat character that has everything. I am afraid this doesn't have a priority. You can try using the Cheat Engine to remove the skills (I do not know if it has that functionality, it might, check the tracker for it)
ceallachserene wrote:is there some kind of guide or website that talks about everything you've changed? Like corlagon's estate in enroth, all the treasure is replaced by whispy rags with no value. Also the chest outside of the shadow guild hideout surrounded by lizard archers and the chest on the coastline between corlagon's estate and the mire of the damned zoneline is linked... for example if you loot one the other one becomes empty. etc. I noticed a lot of treasure chests are not-the-usual loot like there was a loot nerf? Boxes seem to have a lot less than in the original. Like the box in the dragoons caverns in ironfist castle areas with the flute item on the base non edited game has more than just the flute but in here it only has the flute, etc. Though the chests in the dragoons keep where you get Mordred are all empty in both this and the base un-edited game which i never understood.
Also i noticed a lot of skill changes too, is there somewhere to look those up? Like archers used to be able to master sword/dagger but they cannot in the merge, plus druids have GM which they don't normally have, clerics used to master merchant but now its just dark elves, etc. seems unbalanced since dark elves are merchant + bow + master element spells + disarm trap and so forth, compared to normal archers or clerics
also the DC for the skull piles seems to have changed they used to be clickable with expert perception with 4 points but now they seem to need much higher.
Check the Tracker in my signature, it has base info (about 150 pages worth of stuff). Not detailed info as in for why there are whispy rags in the Corlagon's Estate, they are not useless, but that is a spoiler.
The linked chest is probably a glitch, though. Added to the Bug Tracker.
There is a .txt table in one of the folders that determines which class can have what expertise. Feel free to find it and edit it (ideally using GrayFace's TxtTableEditor). Personally I am going to change the Archer into a Templar class (with High Templar and Arch Templar as promotions), Thief into Pirate (non-Regnan), Druid into Shaman (for my goblin chick), High Priest into Priest of Twilight (for my Vampire chick) and Sorcerer into a Spellsword (for my Troll). Using the Character Creation Unlocker, of course. Radically shuffling skills. You can do the same, it is as simple as editing text files...
Also remember that when Rodril made the mod, he had to combine the classes from the various games.
The DC for skull piles has indeed been raised due to the MM6 not having GM perception, so changes were made to accommodate for that.
I have added these people into the Credits section under Bug Catchers: Jezebeth Noir, alekssandros, pheYonyx, raekuul, Andrey, Maslyonok, ceallachserene