yea i did all thatDo you also have the dependency "MyUI Library" and have it positioned in the load order to load before LoomHUD?
yea i did all thatDo you also have the dependency "MyUI Library" and have it positioned in the load order to load before LoomHUD?
I just tried to do this, but didnt unlock the camp by accepting the mission, so when I escaped from slavery from fishkind village, I couldnt access it. Sadge.what worked for me was having the slave mark, and then just enter any map on fishtopia island and sleep, they will drag you to their camp and give you food
Data/Scripts/Editables > 70_Game_Map_DayNightAndOvermap(PC) Can the light be adjusted? Because it's difficult to play when going to the forest-dungeon.
Cocona questlineWhere do i get the very last CG?
Read the bottom window, literally tells you what to do:Why can't I conjure items?
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Nope. The only time they will walk somewhat faster is if they didn't get touched or damaged at all.Is there a way to make npc walk/crawl quickly?
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Just clear way for them, better clear whole map, then talk to them. Works best. Bit annoying thou, but hey, realism of whatever.Is there a way to make npc walk/crawl quickly?
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So, what's wrong with it? See no problem here. Hell, make it triple, all over the place! Well, maybe it will be bit excessive. Anyway, nothing wrong with it and if you don't like game, gameplay, banner or whatever, make own game, better, more interesting, with cozy game mechanics, you can be sure, I will pirate it in no time, lol.About Taiwan.
If you have heal skill taken, you can heal them, but not to the point of them walk on their own. Just heal to crawl faster.Nope. The only time they will walk somewhat faster is if they didn't get touched or damaged at all.
The heal itself is limited to acolyte build.If you have heal skill taken, you can heal them, but not to the point of them walk on their own. Just heal to crawl faster.
ooh, when I was looking in the game files, I think I found the file that controls trait availability... hang on...The heal itself is limited to acolyte build.
yeah... thats file 92_Game_Actor_Traits in data/scripts/editablesdef trait_NunKnowledge_addable?(current_selected) #145 #NunKnowledge
return 2 if current_selected.include?(134) #ManaKnowledge
return 2 if current_selected.include?(135) #WeaponryKnowledge
return 2 if current_selected.include?(127) #cannibal
return 2 if current_selected.include?(125) #bloodlust
return 2 if state_stack(134) == 1 #ManaKnowledge
return 2 if state_stack(135) == 1 #WeaponryKnowledge
return 2 if state_stack(127) == 1 #cannibal
return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(145) == 1 #self
return 1 if self.constitution_trait < 5 #CON
return 1 if @level < 15
return 0
end
def trait_SaintFieldSupporter_addable?(current_selected) #146 #SaintFieldSupporter
return 2 if current_selected.include?(134) #ManaKnowledge
return 2 if current_selected.include?(135) #WeaponryKnowledge
return 2 if current_selected.include?(127) #cannibal
return 2 if current_selected.include?(125) #bloodlust
return 2 if state_stack(134) == 1 #ManaKnowledge
return 2 if state_stack(135) == 1 #WeaponryKnowledge
return 2 if state_stack(127) == 1 #cannibal
return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(146) == 1 #self
return 4 if current_selected.include?(145)
return 1 if state_stack(145) != 1 #NunKnowledge
return 1 if self.constitution_trait < 10 #CON
return 1 if @level < 35
return 0
end
It will definitely go with succubus build. Actually I take mutually exclusive cannibal build with mage or fighter builds. For succubus it's much more important, because you need to rely more on your party, so heal is important. Actually never tested it outside succubus build. But I'm pretty sure you can take it instead of cannibal skill.The heal itself is limited to acolyte build.
There's actually a mod that allows you to bypass the restriction imposed by the trait.ooh, when I was looking in the game files, I think I found the file that controls trait availability... hang on...
yeah... thats file 92_Game_Actor_Traits in data/scripts/editables
someone can probably work out what needs to be changed in that file (or another) so it can be used easily enough regardless of build.
Here's an updated version of the Unblocked Traits mod.
Extract the100_Unblocked_Traits.rb
file from the archive and place it in theModScripts
folder. (Or inModScripts/_Mods/Cheats Mod/othermods
if also using Modular Cheats Mod, since the ModScripts folder is supposed to only be for official mods)
This mod allows all traits to be obtained, provided the unlock requirements are met. (Player Level, Basic Traits Levels, Pre-requisite Traits)
View attachment 2508067
Confirmed working, however, if having all personality traits is buggy I'll restore the blocks for those 3 only.