allmarshall wrote: ↑Mon Nov 06, 2023 12:09 am
Sorry! kkkkkkk what I say about being annoying is not the immunity to fire, especially because I love simply walking around in the lava with Karlach and beating up mobs. I talked about the process of editing the script. I'm Brazilian so I have a certain difficulty expressing myself in English since I'm still learning and there are many forms of expression that are not very well known outside of the country.
Unfortunately, as far as I can understand, I believe that you will end up breaking your savegame if you use the fireproof mod and then transfer the save to the PS5, or something similar. Because this information does not match the original game files on the console. And the mod adds a completely new passive that doesn't exist in the base game, even though its effects exist. So the save remains with this "active" passive and, when the console tries to look for this passive while loading the save, it won't find it and I think the game will crash.
I mean, with the cheat table it is possible to add things to your character that are already in the base game and are still "legitimate information", even though the system itself cannot realize that various additional information has been added/modified to the character, such as proficiencies. , passives, attribute points, etc.
Now I understand perfectly what you are trying to do. For example, making a character immune to fire (and other elements and damage) through the cheat table, saving progress and sending it to the console. Therefore, I believe that the easiest way is to use the object spawn cheat table command and get several elixirs of universal resistance, although this prevents you from using other very good elixirs such as bloodthirst, arcane cultivation, etc. At least, until they find a way to modify the duration of the elixir to permanent or the limitation of elixirs on a character through the cheat table.
But, regarding your question, here we go:
Code: Select all
new entry "ORIGIN_Karlach"
type "Character"
using "POC_Player_Barbarian"
data "Level" "1"
data "Passives" "Undead_Auto_Toggler;NegativeEnergyZone_Toggler;LoneWolfPassive;ShortResting;NonLethal;WeaponThrow;Perform;AttackOfOpportunity;DarknessRules;CombatStartAttack;ORI_Karlach_SweatImmune;Karlach_Infernal_Fury"
data "PersonalStatusImmunities" "BURNING;BURNING_LAVA;BURNING_HELLFIRE"
data "FireResistance" "Immune"
This is one of the scripts that are related to passive on mod. It almost manages to be self-explanatory at some points, but the important part is the last line where it determines that the character is immune to fire. It is a short line specifying the fire element. But it kind of gives you the freedom to modify the script if you're playing on the computer. Because you can, instead of just leaving (data "FireResistance" "Immune"), you can add other tags. To look something like (data "FireResistance" "Immune"; "ColdResistance" "Immune"; "PiercingResistance" "Immune"), for example.
The top line specifies that it will also not burn, whether in fire, lava or hellfire.
Again, I hope I helped!