Shiren wrote: ↑Sat Oct 17, 2020 9:11 am
karamethien wrote: ↑Sat Oct 17, 2020 7:43 am
Are the PetPal, Comprehend Languages, and Detect Thoughts Tag invisible? I triggered the command under Permanent Cheats but didn't see the tag on the character sheet.
If anyone would have bothered reading the script for permanent boost, it would have found out this important titbit:
Code: Select all
writePointer(cmdAddr, getAddress("AddBoosts"))
In short it mean that all "permanent cheats" are actually added to your characters in the same way as active spell/abilities are, and thus temporary, until long rest usually, parameters without referral are considered error and deleted by the engine on reload as well.
Only the "item spawner" and the "on demand cheats" are working properly integrated this way. I am not writing this to denigrate the table, just pointing out this limitation.
The long term solution is to mod the game files to suit your needs, in this case adding those tags can be done by modifying "Passive" file, under "Public\Shared\Stats\Generated\Data"
Find a background your character will get or already have, like charlatan, and edit it to add any tag you want, like this:
Code: Select all
new entry "Background_FolkHero"
type "PassiveData"
data "DisplayName" "Passive_Background_FolkHero_DisplayName"
data "Boosts" "ProficiencyBonus(Skill,AnimalHandling);ProficiencyBonus(Skill,Survival);Tag(PetPal)"
Haven't tested if you get the bonus after character creation, but the console command to respec may do the trick. Alternatively if you are a spellcaster, add the tags you want to passive effects of spells, like "Shout_ArmorOfAgathys" or "Shout_DetectThoughts", by modifying the "Status_BOOST" file and adding what you want under those effects, like this:
Code: Select all
new entry "DETECT_THOUGHTS"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "Status_BOOST_DETECT_THOUGHTS_DisplayName"
data "Description" "Status_BOOST_DETECT_THOUGHTS_Description"
data "Icon" "Spell_Divination_DetectThoughts"
data "StackId" "DETECT_THOUGHTS"
data "Boosts" "Tag(DETECTTHOUGHTS);Tag(PETPAL)"
You may also remove the concentration flag from those spells, and set duration to -1 for convenience:
Code: Select all
data "SpellProperties" "ApplyStatus(DETECT_THOUGHTS,100,-1)"
Code: Select all
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;IsSpell"
It's also possible to use this trick to
retroactively increase your character AP and BAP or whatever else by adding a new entry in the "Passive" file, like this:
Code: Select all
new entry "FastHeroes"
type "PassiveData"
data "DisplayName" "Passive_FastHands_DisplayName"
data "Description" "Passive_FastHands_Description"
data "Boosts" "ActionResource(ActionPoint,1,0);ActionResource(BonusActionPoint,1,0)"
Then attaching this bonus to your characters, by editing the correct entry in the "Character" file:
Code: Select all
new entry "_Hero"
type "Character"
using "_Base"
data "Vitality" "1"
data "XPReward" ""
data "Sight" "1850"
data "Hearing" "1800"
data "SpellCastingAbility" "Intelligence"
data "ActionResources" "ActionPoint:1;BonusActionPoint:1;ReactionActionPoint:1;SpellSlot:0:0:1"
data "Passives" "AttackOfOpportunity;Backstab;DarknessRules;ShortResting,SuperiorDarkvision;DualWielder_BonusAC;DualWielder_PassiveBonuses;CrossbowExpert_BonusShot;FastHeroes"
data "Proficiency Group" "LightArmor;Clubs;Handaxes;LightHammers;Maces;Sickles;Spears;Shortbows;MartialWeapons;Battleaxes;Glaives;Greatswords;Longswords;Rapiers;Scimitars;Shortswords;Warhammers;Javelins;HandCrossbows;Longbows"
data "DefaultBoosts" "ActionResourceConsumeMultiplier(SpellSlot,0,1);ActionResourceConsumeMultiplier(SpellSlot,0,2);ActionResourceConsumeMultiplier(SpellSlot,0,3)"
Anything under "_Hero" will apply to all your team, including custom characters. In my case i also added the ability to use all weapons and light armors, bonus for crossbow, darkvision, dual wielding and free spellcasting for mages/clerics till level 3