![]() ![]() Just that weapon skills aren't working for me, or at least they're not working correctly anyway. I hope that nothing I said here is too confusing. I can live with it (for now, especially since I can just manually edit the savegame file), but figured I'd see if anyone else had the same issue. I of course love the work everyone has done for this table, but for me (at least) weapon skills aren't working properly. Everything else is working fine, just something about the weapon skills is all messed up. In both cases, the listed entry for Spear&Halberd actually changed Slings&Fustibals.Īnd I have the latest table that lets me edit class skills. In Black Geyser: Couriers of Darkness, your decisions will determine the fate of the kingdom and they dont always have to be righteous. These classes can be generally divided into the 4 classic archetypes - fighter, healer, rogue, and caster, and multi-classing will allow characters. Black Geyser: Couriers of Darkness provides players with the freedom to master than one of the 14 Classes. Checked it on a Templar/Wintermage as well as a single class Spellweaver. New Player Help Tips & Tricks Dynamic Multi-Classing System. Same results.Īlso, the weapons order (beyond the above ones) is all wrong. I'm no expert in how CE works, so maybe I'm wrong here.Īnd to make sure it wasn't some kind of weird conflict, I reset my CE settings. Now, logic tells me that if Class Skills, General Skills and Stats have a CreatureState, then weapon skills should have one as well. The difference is that editing the address for Supernatural gives me +CreatureState.k_BackingField while editing the Address for Large Blade gives me +250. For example (yes, it changes every load, but to clarify): Supernatural is 261fc057250 and Large Blade is ALSO showing 261fc057250. Also looking at the actual address is the same. This was confirmed on multiple loads with different characters.Īs in the stat for Supernatural shows as the number for Large Blade, and modifying either one simply modifies Supernatural if that's not clear. Currently these items have the SAME offset. However, you better learn them immediately as any items created by the itemschest command are removed upon load. It'll give you all the available scrolls. But, once learned, they're yours forever. Note that you'll need a lot of bag space to learn them all. I'm not sure (havent tested) if the same is true of recipes or not. So, the only use of the command is to create the scrolls you need. Sadly, the items in the chest are destroyed upon load, but any spells you've learned will STAY. Since spells were mentioned, you can add all the spells that your class can learn. And the party members don't even have a class listed, so no adding classes to them either. I also tried to add extra classes (there's only one reference to your class near the start of the file) and again, no such luck. Adding new skills, tried both weapons and Class Skills, no luck there. Two type of quests exist: Main quests and Side quests. Modifying skills via the savegame file is easy enough. Quests in Black Geyser are the sequential units that weave up the main story, in which players must progress through in order to complete the game.
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