Well since Nexus refuses to acknowledge that I ever downloaded this right now, for whatever reason, I can't submit this as a bug report. Looks like using all for xp tallies, 'setskill all 100 xp', just sets criticalstrike instead of all skills. pretty sure this has to do with the case for "all" in UsefulConsoleCommandsMain.cs, or more specifically line 718
case "all": if (args.Length > 2) { for (int i = 0; i < 35; i++) playerEntity.TallySkill(DFCareer.Skills.CriticalStrike, (short)n); //line 718 return string.Format("All skills were given {0} 'xp/tallies'.", n); }
Unfortunately I'm still pretty early in my DFU modding journey so I haven't gotten around on how to turn the source into a new dfmod just yet, but hopefully this is helpful when you find time to mess with it again.
Oh yeah, I do recall trying that command recently and wondering why it did not work as I expected, well just a bone-headed oversight on my part. I'll make sure to fix that next time I get the opportunity/desire to add more to this mod, thanks for the report!
When I try to use the setskill command to give myself skill experience, it ignores the "xp" on the end of the code and just sets the level of the skill. For example, if I type: setskill Climbing 50 xp
The above would just set my Climbing skill to 50, with no experience added. Mod works great otherwise.
If have a bugged quest I can't complete, because an NPC didn't spawn in the dungeon they where supposed to, would this enable me to set the quest that it thinks I found the NPC?
Potentially, but the quest "debugging" command this adds is very experimental, and won't help depending on how many checks the specific quest uses for each part of the quest. It can be useful, but don't expect it to be able to resolve too much besides a few things.
Is there any way to flip multiple switches at once using the Questtasks command? I know some quests require multiple conditions to be considered complete, such as visiting a locale and simultaneously having the victory condition fulfilled, lest it resets back to off. Not all quests are written this way, but I'm really trying to speed run these annoying cartography guild missions.
If not, no biggy, I understand it's fidgety to begin with.
Unfortunately in this implementation you can only change one value at a time. The fact it works at all is pretty crazy to me, so that's the most I really know about it, lol.
I've been trying to do the Guildrank or Joinguild command to get the benefits in my guild for testing. I don't know, I could be doing it wrong... Could anyone shed some light on this command?
An oppdate suggested is set-max health. i'm RP that i'm actually a competent guy the emps sendt out to do his quest and not some random nobody. meaning that unless i nerf my stats and level normally my health cannot increase. set health command is only for healing yourself.
Awesome mod! I was having an issue just trying to change my face from the text file, but this mod lets you change it quickly in game. Its fantastic. Thank you!
That's not really how the leveling formula works. It's basically just a summation of the skill values, lowering them and getting them up again would likely not do anything after you went past a certain character level.
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Looks like using all for xp tallies, 'setskill all 100 xp', just sets criticalstrike instead of all skills.
pretty sure this has to do with the case for "all" in UsefulConsoleCommandsMain.cs, or more specifically line 718
case "all":
if (args.Length > 2)
{
for (int i = 0; i < 35; i++)
playerEntity.TallySkill(DFCareer.Skills.CriticalStrike, (short)n); //line 718
return string.Format("All skills were given {0} 'xp/tallies'.", n);
}
Unfortunately I'm still pretty early in my DFU modding journey so I haven't gotten around on how to turn the source into a new dfmod just yet, but hopefully this is helpful when you find time to mess with it again.
setskill Climbing 50 xp
The above would just set my Climbing skill to 50, with no experience added. Mod works great otherwise.
because an NPC didn't spawn in the dungeon they where supposed to,
would this enable me to set the quest that it thinks I found the NPC?
If not, no biggy, I understand it's fidgety to begin with.
even more points if someone knows if this would break the game do to level scaling :)