Works fine. I was a tad disappointed with the new level cap and this fixes it. I'm lv 60 and haven't even done the dlc on my new file... Thanks! All the points I need to max out.
I'm confused as I've installed Cyber Engine Tweaks and this mod, I can bring up the Cyber Engine Tweaks menu in game, however I have no idea how I am meant to access the screen that allows me to add the points?
If you run this code:AttPoints = 10; PointType = gamedataDevelopmentPointType.Attribute; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType) You'll get 10 attribute points, change that to a negative number and it will remove them. This one is for skill points: AttPoints = 10; PointType = gamedataDevelopmentPointType.Primary; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType) If you can tie these chunks of code to buttons, you can easily let us manipulate the points. :D
Alternatively, these three commands remove all unspent points. Skillpoints: DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Primary; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType) Attribute points:DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Attribute; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType) Both:DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {gamedataDevelopmentPointType.Primary, gamedataDevelopmentPointType.Attribute } do CurrAttPoints = DS:GetDevPoints(v) DS:AddDevelopmentPoints(-CurrAttPoints, v) end print(" - ALL UNSPENT POINTS REMOVED !") --also DS:ClearAllDevPoints()
17 comments
Would it be possible to add options to reduce the number of perks and attibut points in the same way?
If you're talking about Skills or Attributes points that have already been spent, then check here:
Neu-ReSpec by psiberx
AttPoints = 10; PointType = gamedataDevelopmentPointType.Attribute; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)
You'll get 10 attribute points, change that to a negative number and it will remove them.This one is for skill points:
AttPoints = 10; PointType = gamedataDevelopmentPointType.Primary; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)
If you can tie these chunks of code to buttons, you can easily let us manipulate the points. :DAlternatively, these three commands remove all unspent points.
Skillpoints:
DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Primary; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType)
Attribute points:DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Attribute; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType)
Both:DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {gamedataDevelopmentPointType.Primary, gamedataDevelopmentPointType.Attribute } do CurrAttPoints = DS:GetDevPoints(v) DS:AddDevelopmentPoints(-CurrAttPoints, v) end print(" - ALL UNSPENT POINTS REMOVED !") --also DS:ClearAllDevPoints()
EDIT:
nvm found it in settings > mods
Updated.Don't forget to install Cyber Engine Tweaks for 2.01