Vesper Posted June 4, 2017 Report Share Posted June 4, 2017 I have astrology as a class and it's still not showing up, and training at the Mantle of Stars isn't revealing it either. Is this a bug or intentional? Link to comment Share on other sites More sharing options...
Metis Posted June 4, 2017 Report Share Posted June 4, 2017 I'm assuming you forgot to activate the DLC, since it's a DLC skill. Link to comment Share on other sites More sharing options...
Vesper Posted June 4, 2017 Author Report Share Posted June 4, 2017 Ah, I found the problem - I was using a pre-DLC 17 mod, which was invalidating DLC 17 for some reason, even though I had both checked. Thanks for pointing it out. Link to comment Share on other sites More sharing options...
Schwarzbart Posted June 5, 2017 Report Share Posted June 5, 2017 Do you mind telling us what mod caused the problem? Numerology was added many DLC back and real mods usually shouldn't have any effect on skills from the official content. There 2 ways to publish content in the Mod Tools one is to create a real mod and the other to create official content and if the "mod" you use used the second way it always will incompatible with the official content from BSC. Link to comment Share on other sites More sharing options...
Vesper Posted June 5, 2017 Author Report Share Posted June 5, 2017 Tallgeese's exotic familiar selection mod. After I confirmed it I tried starting a game with it both before and after DLC 17 and it didn't work either way. Link to comment Share on other sites More sharing options...
Lilette Posted June 23, 2017 Report Share Posted June 23, 2017 I use that mod a lot.. I've never had this issue. I also use my own mod though, so it could just be how I positioned them. Link to comment Share on other sites More sharing options...
Rydenius Posted June 25, 2017 Report Share Posted June 25, 2017 The exotic familiar selection mod has to be first and the DLC loading afterwards. I also use this mod. From what I understand of the mod process, any mod compiled against the base game needs to be listed before the DLC. (This also likely means that if the DLC modifies something modified by the mod, it would get overwritten by the DLC -- not a problem for the exotic familiar mod.) Mods compiled against the DLC are to be listed after the DLC. Link to comment Share on other sites More sharing options...
Metis Posted June 25, 2017 Report Share Posted June 25, 2017 Mods compiled against the DLC cause a CTD in my experience. Link to comment Share on other sites More sharing options...
Rydenius Posted June 25, 2017 Report Share Posted June 25, 2017 Thanks Metis, Well if in practice mods can't be made off the DLC's then that makes it simple: All mods go before the DLC. Unfortunately, that would also mean that mods couldn't be made to fix or expand DLC content. Link to comment Share on other sites More sharing options...
Metis Posted June 25, 2017 Report Share Posted June 25, 2017 Not in a reasonable way, no. Link to comment Share on other sites More sharing options...
Schwarzbart Posted June 25, 2017 Report Share Posted June 25, 2017 Rydenius my Class Fix go below the DLC as this part was never touched by the Team after release and most of my mods also only work if you place them below the DLC as they intentional overwrite some things. Link to comment Share on other sites More sharing options...
Rydenius Posted June 25, 2017 Report Share Posted June 25, 2017 Schwarzbart, how do you keep them from overwriting the DLC with base game content like Tallgeese's mod does? Is it a problem with how Tallgeese created his mod that the DLC content gets removed? There's also the problem that if you're compiling off the base game, then any changes you make to things changed by the DLC would also need to include the DLC content/changes in your mod...right? Link to comment Share on other sites More sharing options...
Schwarzbart Posted June 25, 2017 Report Share Posted June 25, 2017 You can only touch the part that you want to change even hit save once at the wrong place might mess up the mod, also you have to create mod and publish mod using the unchanged 1.0 AMO as base. Link to comment Share on other sites More sharing options...
Rydenius Posted June 25, 2017 Report Share Posted June 25, 2017 Thanks Schwartzbart, that's good to know. Hopefully there'll be fixes and improvements in the new mod-tools when the updated mod-base is released... Link to comment Share on other sites More sharing options...
Metis Posted June 25, 2017 Report Share Posted June 25, 2017 The Y1 mod tools can't be updated because of a licence issue. Hence why you need to be running XP for them to fully work (or work as much as they're ever going to, at any rate). Link to comment Share on other sites More sharing options...
Schwarzbart Posted June 26, 2017 Report Share Posted June 26, 2017 There is no new Mod Tool when the next mod base is released but according to the Legate we should be able to use the Mod Tool that comes with year 2 for edit year 1 as well. Link to comment Share on other sites More sharing options...
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