ToME: the Tales of Maj'Eyal

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PostPosted: Tue Apr 10, 2018 2:34 am 
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Joined: Tue Apr 10, 2018 2:30 am
Posts: 3
Hello gents,

Could someone please help me figure out what I am doing wrong in trying to mod the Demonologist class? I have practically no knowledge of programming so I mostly just tweak existing class skills (change a cooldown, rebalance some stats, etc.) and I haven't had any problems modding any of the base classes.

Whatever I try, none of my skill changes take effect with the Demonologist (a DLC class) and I am wondering if I need to make a different file structure in the addon to account for it being a DLC class?

Any kind soul that could point out the problem? Thanks!


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PostPosted: Tue Apr 10, 2018 4:48 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
What method are you using to make the changes?

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PostPosted: Tue Apr 10, 2018 8:07 pm 
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Joined: Tue Apr 10, 2018 2:30 am
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Thank you HousePet for your willingness to help! Sorry I didn't mention what method I am using.

Since I am a total noob, I download other mods and learn from them. Not sure if I am using the best method, but I usually try the path of least resistance. I copy the file structure of Tome/data and use the overload method.

Like I said in my previous post, I am able to make changes to the talents of most other classes but the Demonologist changes I make never register. I can only assume I need to use another file structure when dealing with official DLC classes and I tried doing a directory like ashes-urhrok/data/talents etc but that didn't work either.

I am sure it is something easy but it eludes my noob knowledge of programming / modding.

Really appreciate your help!


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PostPosted: Wed Apr 11, 2018 12:37 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
Hrm, well you should avoid doing an overload wherever possible.
I suggest grabbing my Necromancy+ addon, and digging into it for the file called alter-spells.lua.
Basically this file is called from the addon's Load hook, and then surgically edits specific parts of the talents that need changing.

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PostPosted: Wed Apr 11, 2018 5:30 pm 
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Joined: Tue Apr 10, 2018 2:30 am
Posts: 3
Thanks HousePet!

I was a little reticent to look through other peoples' work for trying to solve my problem, but it turns out, it was easier then I feared. I was able to effect most of the changes I wanted to with the hook system by referencing your mod and the Verdant mod which I believe is also yours?

Anyways, thanks for the advice!


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