Talent Requirement Tweaks - Talents require stat hardpoints.

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sajberhippien
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Talent Requirement Tweaks - Talents require stat hardpoints.

#1 Post by sajberhippien »

Summary: Changes talent requirements to require "base" stats rather than "current" stats; as such, equipment and certain other effects does not affect whether one can learn a talent or not. Lowers stat requirements for talents across the board, and makes some other changes to specific talents.

FULL DESCRIPTION:

This mod has the main goal of making the invested stat points more relevant, and equipment less relevant, for learning talents. This is because I dislike being encouraged to lug about a dozen different pieces of equipment merely for learning something; it feels both manipulative and tedious.

To compensate, stat requirements are lowered across the board; any amount over 10 is reduced by 25% (so a requirement of 36 becomes 30).

Furthermore, a secondary goal is to make investing in Constitution slightly more interesting. Just the basic change goes some way towards this as Thick Skin is a great talent and now requires investment in Constitution, but in addition to that, Armor Training requirements can be met with Constitution, and Combat Veteran now has no stat requirement but the effects of all the talents scale with constitution (full vanilla effect at Con30, 50% increased effect at Con100).

Version 0.22: LINK HERE!
Compability: So far, I've not used it with extensive content mods, so I don't know if any errors will crop up. It should be compatible with most mods that don't overload the ActorTalents file, and should hopefully adjust the requirements in any addon talents.

If you encounter any bug or incompability please let me know and I'll try to work it out.


0.2.2: Fixed Superloading of ActorTalents.lua so it should now work with nearly all mods.
0.2.1: Baked in the numerical tweaks in ActorTalents instead of overloading vanilla skills, to greatly improve compability.
Last edited by sajberhippien on Wed Mar 02, 2016 1:56 pm, edited 3 times in total.

Zizzo
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Re: Talent Requirement Tweaks - Talents require stat hardpoi

#2 Post by Zizzo »

sajberhippien wrote:Oh, and if you know a way to globally change requirements of talents rather than overloading talent files, I'd love info on how that's done!
My approach would probably be to hang a hook on ToME:load that manually alters the talent definition tables in-place after they're loaded. I do something similar in the Prodigious Progress addon I just released.
"Blessed are the yeeks, for they shall inherit Arda..."

sajberhippien
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Joined: Thu Jan 14, 2016 11:10 am

Re: Talent Requirement Tweaks - Talents require stat hardpoi

#3 Post by sajberhippien »

Zizzo wrote:
sajberhippien wrote:Oh, and if you know a way to globally change requirements of talents rather than overloading talent files, I'd love info on how that's done!
My approach would probably be to hang a hook on ToME:load that manually alters the talent definition tables in-place after they're loaded. I do something similar in the Prodigious Progress addon I just released.
Thanks, I've been fiddling a bit with that (though basing it on the quicktome requirement remover); it's just that my knowledge of LUA is very limited, and I mostly do copy-paste as well as got help from HousePet with the most critical part. I did end up able to incorporate a generic change into the ActorTalents that I overload anyway, so that really cuts down on the files needed to change.

As of version 0.2, requirements are changed instead to be 10+(Old-10)*.75, or in other words, any amount over 10 is reduced by 25%.

Thexare
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Re: Talent Requirement Tweaks - Talents require stat hardpoi

#4 Post by Thexare »

While it does work with addon talents in my limited testing, it doesn't play nice with NullTweaks weapon mastery changes, forcing them to revert to the vanilla setup. It's fine with Assassin's changes to Armor Training though.

EDIT: Wait, it might not be this mod, further testing needed... but I'm confused since the only things I've changed were this and two others, plus an update.

EDIT 2: Re-confirmed, it is this mod. And possibly one other, need to test further, but this one definitely is a culprit.

sajberhippien
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Re: Talent Requirement Tweaks - Talents require stat hardpoi

#5 Post by sajberhippien »

Thexare wrote:While it does work with addon talents in my limited testing, it doesn't play nice with NullTweaks weapon mastery changes, forcing them to revert to the vanilla setup. It's fine with Assassin's changes to Armor Training though.
Yes, I'm sorry, knew less about superloading when releasing last time. I've updated and uploaded a new version now, that should work better, though I haven't had the time to double check the effect I think there should be no issues with that.

Please tell me if the issue persists.

Thexare
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Re: Talent Requirement Tweaks - Talents require stat hardpoi

#6 Post by Thexare »

Remember when I said it worked with Assassin's Armor Training? I was wrong!

I assumed that because Assassin's altered skill was still there (the one that boosts non-massive armors), that it worked fine. Turns out, the Constitution option doesn't actually apply, which is a shame because I'd love a reason to properly invest in Con. So while it's reverting Null Tweaks' wepaon masteries to default, it just doesn't touch Assassin's Armor Training.

Also, the new version doesn't fix the Null Tweaks weapon mastery problem.

Bionerd
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Re: Talent Requirement Tweaks - Talents require stat hardpoi

#7 Post by Bionerd »

It would be nice if racial benefits still helped. Since flavor-wise these should still be part of the characters ability to do things, such as using skills.

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