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mhv3

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  1. mhv3

    Mod Tools

    I came back after a long time and decided to try my hand at modding again. After getting the new modbase and dusting off the amo and tool, I was unable to open the mod base. This is on windows 10 It says" The database you are opening was created in previous version of Mod Tool. It must be converted to the format used by this version. After a database has been converted, it can no longer be edited in previous version. Click yes to conver and open your database or No to cancel operation. I click yes and it flashes a progress bar for a second or fraction thereof and then nothing. No errors or any database to pick things from. I can open the amo and see from there, but I wanted to use the new modbase. Is Mod tool 0.63.3 still the latest? Am I missing something else? Thanks
  2. I did make an item now. (Before I always CTD when using artisan. I'm not sure which patch fixed it.) The interface maked it look like if you had lots of ingredients you could make more than 1 item, but it only allowed me to make 1.
  3. mhv3

    Mod Tools

    Quick Modding question. Are backgrounds applied only at new game start? If I want to expand a mod can I add to an existing background and have it pick up the new stuff without starting a new game? (Are which mod's are applied picked only on starting a new game?) For examply my mod adds 4 new actions then uses a background to add them to the player. Let's say I want to create 1 more action. and have the same background add it too. If the mod name and filename stay the same do I need to start a new game to see that action?
  4. mhv3

    Mod Tools

    Another thing. Is there a copy paste possible somehow. I'd like to say take Elegant Service, copy it then modify. Or make an action that does 3 of X. and just enter X once instead of 3 times.
  5. mhv3

    Mod Tools

    Ahh, So one more file missing. Thanks.
  6. mhv3

    Mod Tools

    Can we get a little how to on the mod tools? I figured you create mod, give name, point to mod base. But I'm not sure how to turn the mod into an .mdm file My guesses resulted in ( created Acedemagia.amo by doing transform to official content on the modbase. Impossible to publish mod. The basic official content of mod 'C:\Acedemagia\Acedemagia.amo' differs from c:\blah.amm'
  7. It is intended that random skill increases can land on skills you've already maxed, but would it be possible to make maxed skills not appear on the list of skills the random pick does? (and only get nothing if its an empty set) That might make random too skill increases too good, but I've found that I still sometimes do this. Class Class Library of Man... that gives 1 random revision skill when I've 10 in every revision skill but 1 and then reload until I get that one randomly. I'm conflicted on if that would be a good idea or not, but I thought I'd throw it out there.
  8. This might be broken in some cases. I'm 98% sure the unlock for Archeaology Research is "The Wyrm Yurarauth Archeaological Dig", but I didn't gain that topic until after I had visited it. I visited it then rested twice and the topic appears with no new locations discovered.
  9. So it's fixed? And the unlocks come from Skills and Locations?
  10. What does unlock more research topics? It is random when I study a skill dependent on my current research skills. I've got 10's on all 4 research skills and my research topics are pretty lean (4 ) I guess my real question is whether it is random or fixed when to unlock a topic. (i'm trying to unlock mastery and subskills and have them all at 10's too, but i did that before I trained research up to a 10.)
  11. Is it possible we could get the ability to see native vs boosted skill levels. I've noticed that boosting skills doesn't unlock everything, but if I think I've got a real 10/11 I don't try to train the skill up to max. (That and being able to see what group a subskill belongs to easily would be great) My #1 request is that the location passives get reported, but I think that's already planned for the content patch?
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