For casters (mages, bards, clerics, & etc), m_CasterLevelInternal needs to be set to 1 or lowered as well.Satiate wrote: ↑Sat Sep 29, 2018 2:02 amThanks for pointing this method out. I messed around with it a bit and made it work pretty easy. Definitely nice if you want to make a tweaked multiclass character. Can basically level out one of the classes, then level back down to 1 and just path through the other as you progress. I did a couple other little tweaks so the character wouldn't be as overpowered. Here's my process:vuechangz wrote: ↑Fri Sep 28, 2018 4:00 pmNice Wakkaba, I didnt know the game could still read the folder. Ive always wondered why I lost some files when I deleted it. So I made a new folder so the game doesnt delete what I already edited. I noticed that since 7zip had the archive format at 7z, the game crashed allot. So I found out that it was actually zip that the save game was reading better and didnt constantly crash me.
Another cool thing to do if you dont want to waste time taking a specific ability and give it to you is to level up and then edit your save to level 1 again and relevel again. Its allot to do and this took awhile but this is a whole lot easier than editing specific abilities and not knowing which ability it is. For example there are some feats that I added in but werent activated. It said something like DEACTIVATED and its colored out grey.
Use the cheat from this site and level up all the way to 20 or go into the Save and Edit
"Experience":
Its right under "CharacterLevel":
The maximum experience is 360,000.
After picking your feats and etc.
There are 3 parts you have to edit
"Classes"
"m_Progressions"
"m_Selections"
Uplevel:
Change xp in save file to desired level and load game. I used [Link] for xp values. Seemed correct at least in the level 10 test I did.
Can also level using the trainer here I believe. I didn't do it this way, but I would assume it would work as well.
Downlevel:
Set Experience to 0
Set CharacterLevel to 1
Set HitPoints BaseValue and PermanentValue to level 1 value (Also Change ModValue under HitPoints to reflect your Con mod at level 1. It will show a value of level*Con modifier)
Set m_Count (for modifier dependent) values from upleveled value back to 1
This is the multiplier count that will adjust the modifier values for modifier dependent items (at least this is my understanding)
example: Can search ": 20" to find values adjusted for a level 20 character
Set BaseAttackBonus to desired
example: Change BaseValue and PermanentValue to 1 from 20 if you leveled to 20 with a fighter and want to downlevel to level 1 value
Set SaveFortitude/SaveWill/SaveReflex to base levels.
Take into consideration any feats/class abilities that give you bonuses to feats. Don't deduct these values if your intention is to benefit from those feats. Likely requires comparison with an actual level 1 character sheet to adjust.
Under "Classes", set "Level": 1
Under "m_Progressions", set "Level": 1 for both values
Under "m_Selections", remove all entries for levels greater than 1
This will keep your level selections that you would have with a clean level 1 character while removing feat selection made down the line. Allows you to select feats when your character reaches those levels again
Code: Select all
"m_CasterLevelInternal": 1