I have found a pretty cool "edge case" way to use this table to do something neat in combination with modding.
I have my own mod that I use to make minor edits in the game. And something really annoyed me in how multiclassing progressed (or rather didn't progress) spellcasting slots, because some classes only progress half of the "spellcaster level", even if the class you're leveling would otherwise actually progress (such as the Ranger progressing on both levels 2 and 3), and then rounding down, to boot, so you gain two spellcaster levels only when you're multiclassed into Ranger 4, even though you should get 2 from Ranger 2 and 3.
Anyway, what I did was create a Passive_ExtraSpellSlots.txt and dumped it into the /Stats/-folder of my mod, creating a number of passives - 4 for each spell level - in the style of:
Code: Select all
new entry "AdditionalSpellSlot_Level_1_SECRET1"
type "PassiveData"
data "Properties" "IsHidden"
data "Boosts" "ActionResource(SpellSlot,1,1)"
data "StatusGroups" "SG_RemoveOnRespec"
I can then use the CheatEngine table and modify one of the scripts that adds passives, changing it to add "AdditionalSpellSlot_Level_3_SECRET1" (for example) to a character, save, turn off the script (which will remove the passive), and then load the save.
Boom, I've now added a passive to the character that will never conflict with anything (because it is entirely custom), and will only be removed from the character if I respec it or turn that exact script on and off again, adding a 3rd-level spell slot to the character in question. I could theoretically create any kind of hidden passives to do anything any passive in the game can do.
I probably won't, but I thought it was a neat idea and it worked out well.