The 'Picker_RaiseDead' and 'Picker_Necromancer_SelfRes' 'entry' 'Values' should work independently of other possible 'entry' 'Values' of 'Picker abilities' script. Conflict could only occur when the expression/function of an 'entry' 'Value', of the 'Picker abilities' script in the 'Uruk Pointer' script, could possibly undermine or overwrite another 'entry' 'Value': concerning the same quality of the respective 'Olog-hai' or 'Uruk-hai'. For instance: the 'Picker_Resist_Combat_Vulnerable' 'entry' 'Value' could undermine the 'Picker_Resist_Combat_Immune' 'entry' 'Value' in the event that both 'Values' are present in two different 'Picker abilities' 'entries' of the respective 'Olog-hai' or 'Uruk-hai'. Otherwise, the 'entry' 'Values' work independently and even complementarily in the majority of instances.Onebutton wrote: ↑Fri Jan 25, 2019 7:26 amthanks for this info. For changing those two picker abilities, do i need to select anything specific or in a general area to modify or does it NOT matter at all what picker ability I change to get those two necro abilities? for example, if i have combat resistant, i modify ONLY that entry to say for example, Combat Immune.. So, does the change need to be done something close to that _raisedead thing or just litterally anything you see? Thanks again.Anonymous_User wrote: ↑Thu Jan 17, 2019 2:15 amTo answer your first question: Any dominated 'Olog-hai' or 'Uruk-hai', deployed in any deployment region, must have a level on a par with or lower than Talion's current level. I once successfully edited particular 'Uruk-hai' followers, in the 'Garrison', to have a level of 60; where Talion's current level was lower than 60, at the time. When I wanted to deploy these particular 'Uruk-hai': I received a specific notification that their levels would be lowered because of this difference.Onebutton wrote: ↑Sun Jan 13, 2019 7:54 pmLove the table. Just learning how to use it. I had a couple of questions which might seem obvious to some of you pros hehe.
1. So, i was able to use the pointer to edit the ORCs level from say 35 to 80, and graphically it shows up fine in the army almost instantly. No save required, but.. When i send them out, they end up return as level 60. I am thinking you also need to change the field that shows the MAX LEVEL to 80 on every orc you change? Since the level change is now 80 and this table was made when max level was 60? Just checking.
2. I don't want to mess this up, and i know there are 99 pages to sift through, but a lot of people love the necromancer, so I wanted to make sure if i decided to edit an orc to go full necro, tell me all the fields that must be changed so i don't botch it up lol. I am new to this, so please link all fields if you could be so kind. Just to make sure he is full necro. Thx again for such an amazing table !
To answer your second question, consider adding the following two picker abilities:
'Necromancer': "Reanimates the dead." For one of the entries of the 'Picker abilities' script in the 'Uruk Pointer' script: choose 'Picker_RaiseDead'. Take note that the 'Olog-hai' and 'Uruk-hai' can also resurrect ally 'Captains' and not hostile 'Captains'.
For one of the entries of the 'Picker abilities' script in the 'Uruk Pointer' script: choose 'Picker_Necromancer_SelfRes'.
Any 'Olog-hai' or 'Uruk-hai', with this ability, will resurrect: provided their heads are still intact.
In my experience, adding the 'Marker_IsNecromancer' entry, for one of the 'Marker abilities' script in the 'Uruk Pointer' script, is unnecessary.
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1