I made some mistakes with general skills on my Orc Gunslinger. Now I don't think I'll have enough points by level 50 to boost the skills I need to make the unique items I learned of. (level 50 is a 2 class skill point, zero general skill point level up, right?)
Heard there was a mod that allows full respect any time. But is there a way to do it with a character in progress?
Is there a way to force respec?
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- Archmage
- Posts: 416
- Joined: Mon Dec 15, 2014 10:08 pm
Is there a way to force respec?
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."
Re: Is there a way to force respec?
lvl 50 is special, in that it gives a whole bunch of points, including 1 or 2 prodigies, as it THE last lvl you will ever get, normally.
i think there is a way to edit a save, to force an addon in, but otherwise no, you can't respec a character in progress, except for the last 4 assigned class points, and 3 generics, and only in town.
i think there is a way to edit a save, to force an addon in, but otherwise no, you can't respec a character in progress, except for the last 4 assigned class points, and 3 generics, and only in town.
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Is there a way to force respec?
Level 50 gives you a lot of points, actually! Including 3 generics. So if you're just a little short, you might be good.
If you're okay with invalidating the save (I forget the exact consequences, it might just be achievements won't count), you can probably use console commands to fiddle with your stats all you like. I'd only go down that road if you're absolutely certain not making those items is going to ruin your experience, though, but I often go too far once I start to cheat. There's some examples of how to get started on the wiki (http://te4.org/wiki/Debugging) and some engine documentation (http://te4.org/docs/t-engine4/1.2.3/mod ... lents.html)
It looks like you want something like
where "game.player.T_CHEMISTRY" is my guess for what the talent ID of the chemistry talent is, "true" means don't check whether the player can actually learn the talent, and "1" is the number of levels to add. Then you probably want
where again "game.player.T_THICK_SKIN" is a generic you don't want as much as a Life-Support Suit of your very own, and "1" is the number of levels you're taking out of it.
If you're okay with invalidating the save (I forget the exact consequences, it might just be achievements won't count), you can probably use console commands to fiddle with your stats all you like. I'd only go down that road if you're absolutely certain not making those items is going to ruin your experience, though, but I often go too far once I start to cheat. There's some examples of how to get started on the wiki (http://te4.org/wiki/Debugging) and some engine documentation (http://te4.org/docs/t-engine4/1.2.3/mod ... lents.html)
It looks like you want something like
Code: Select all
game.player:learnTalent(game.player.T_CHEMISTRY, true, 1)
Code: Select all
game.player:unlearnTalent(game.player.T_THICK_SKIN, 1)
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- Archmage
- Posts: 416
- Joined: Mon Dec 15, 2014 10:08 pm
Re: Is there a way to force respec?
Thank you both for the helpful replies. Looks like I will be able to make the 3 unique items after all.
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."