The PLAYER_CORE in the Qwinn Compatibility Patch is for those who have both CT and QUDAO. You don't need this mod to use it.
*** Some more details on the "selection soundset" bug: in vanilla game when you select a party member, their response would default to "hate" sound unless their approval is at least 25 (so they'd sound pretty annoyed when their approval is in the range 0-24 which is basically "neutral"), and would be "love" sound at exactly 100 approval. Something like that. Because vanilla code for this part is weird. With Qwinn's fix, they will respond with neutral tone from -25 to 25 approval, "friendly" when above, and only with "love" sound when they're actually in love with your char. ***
Stone Aura needs to be turned into a Sustained Activate and the Immobilize affect needs to be removed and the skill turned into a Group buff that Lowers all party members threat to 0 and doubles Shales Threat.
It can be. Dain's Fixes touches upon several of Shale's skills, so you have to pick either this mod's or Dain's version; don't use both. Secondly, use the "Alternate Stone Will" component from this mod so you don't need the rules_core file (delete it).
Not sure if you're still active on here but I've gone ahead and just made my own version of your mod without the extra talent changes. Thanks a lot for providing the sources and the clean addition of code which allowed me to do this.
If you mean restoring the ability descriptions to default, then you need to reassign the string references (descstrref) in the abi table. Try adding 1 to the name string reference (namestrref).
To determine the descstrref values you can write a custom script in which you read these values from the abi table and write them into the log file, then run your script using the console ingame. Try googling "turning on logging".
Thanks for making this mod! Goes a long way to making Shale useful towards the end and makes plaything through the game again more fresh feeling. It still seems Allistair makes a better tank ... but at least Shale now has some good offense like auto-knockdown with Killing Blow. Looks so good seeking a Revnant get knocked down by Shale.
Is STR compatible with Dain's Fixes? Dain's Fixes' page lists some changes to Shale: -
1. * Condition groups: Fixes the ability to use multiple mutually-exclusive modals (e.g. Shale's modes, bard songs or mage weapon enchantments) if queued up.
2. * Reduces Hostility: Implemented effect. Reduces character's threat to each enemy in combat by an additional 0.5*<item power> per second. As a side effect this also fixes Shale's Rock Mastery modal, which will decrease threat at 4 points/second.
3. * Rock Barrage: Fixes Shale's Rock Barrage having no effect.
4. * Shale immunities: Gives Shale the various golem immunities (which are many, but the only ones likely to be used against the party are Stun and Daze). It's present in game but given to Shale's model reference before she was moved from the base game to DLC.
5. * Shale quake: Now knocks targets back as per description.
6. * Uncap health regen: Increases the health regen cap from +20 per 2s tick to +100. Mostly a big buff to the Regeneration spell and Shale's Regenerative Burst.
From the Dain's Fixes' page it doesn't seem to modify the CORE_RULES file though.
The only conflicts are Shale Quake and Earthen Grasp rank adjustment, because these directly modify these abilities. The rest are fine.
With STR, the health regen you get from Regenerating Burst is not going to break the +20 cap, unless you have like 150 CON, so you won't likely see any benefit from Uncap Health Regen.
The Reduces Hostility fix probably still affects Shale's Rock Mastery modal as per Dain's Fixes. If it does, there wouldn't be any problem; you simply get hostility reduction on top of STR's changes. STR doesn't implement any hostility reduction with this tree.
The Rock Barrage anim fix in each mod does exactly the same thing. You only need one but there won't be a problem if you have both.
Does this mod use event manager? I've come across a bug in Redcliffe where the battle cinematic doesn't show up properly and apparently this is linked to mods using events manager.
For CT, what Dennis did was to make a special hack function to "intercept" the Power of Blood abilities when the game tries to apply effects from these abilities. Specifically, he intercepted Blood Fury (to change knockback to knockdown), Dark Sustenance (to change instant refill to regen bonus), and Bloody Grasp (to remove the perma effect icon on caster). You can find this hack in effects_h.nss.
In my case, I rewrote all of Shale's abilities from scratch. After playing around with ability scripts for some time, you'll eventually learn how to do that - code an ability based on what it's supposed to do (or whatever you want it to do). Shale's talents are actually on the easier side. For the modals, you can use the spell_modal or talent_modal scripts as reference. For abilities like Quake, Slam, or Hurl, the code for these abilities is already present, which can be found in the monster ability scripts because enemy golems use exactly the same abilities. Bellow is essentially Mind Blast. And so on. Only a few abilities (Rock Barrage, Stone Will) took me a bit more time to figure out the implementation.
When working on this mod, the trickiest part for me was to figure out the parameters listed in the various gda tables (abi, vfx, persistent), as I had no access to these files. So what I did was, I made a custom script that can be run with the console command "runscript". In this script, I use the functions GetM2DAFloat/-Int/-String to retrieve the parameters, then print them out into the log file using PrintToLog.
59 comments
*** Some more details on the "selection soundset" bug: in vanilla game when you select a party member, their response would default to "hate" sound unless their approval is at least 25 (so they'd sound pretty annoyed when their approval is in the range 0-24 which is basically "neutral"), and would be "love" sound at exactly 100 approval. Something like that. Because vanilla code for this part is weird. With Qwinn's fix, they will respond with neutral tone from -25 to 25 approval, "friendly" when above, and only with "love" sound when they're actually in love with your char. ***
Is it possible for you to provide only the fixes without the additional tweaks to the talents?
Not sure if you're still active on here but I've gone ahead and just made my own version of your mod without the extra talent changes. Thanks a lot for providing the sources and the clean addition of code which allowed me to do this.
Just a follow up to my previous post. Is there a way I can have all the abilities to use the original descriptions but keep the changes to them?
To determine the descstrref values you can write a custom script in which you read these values from the abi table and write them into the log file, then run your script using the console ingame. Try googling "turning on logging".
Is STR compatible with Dain's Fixes? Dain's Fixes' page lists some changes to Shale: -
1. * Condition groups:
Fixes the ability to use multiple mutually-exclusive modals (e.g. Shale's modes, bard songs or mage weapon enchantments) if queued up.
2. * Reduces Hostility:
Implemented effect. Reduces character's threat to each enemy in combat by an additional 0.5*<item power> per second. As a side effect this also fixes Shale's Rock Mastery modal, which will decrease threat at 4 points/second.
3. * Rock Barrage:
Fixes Shale's Rock Barrage having no effect.
4. * Shale immunities:
Gives Shale the various golem immunities (which are many, but the only ones likely to be used against the party are Stun and Daze). It's present in game but given to Shale's model reference before she was moved from the base game to DLC.
5. * Shale quake:
Now knocks targets back as per description.
6. * Uncap health regen:
Increases the health regen cap from +20 per 2s tick to +100. Mostly a big buff to the Regeneration spell and Shale's Regenerative Burst.
From the Dain's Fixes' page it doesn't seem to modify the CORE_RULES file though.
With STR, the health regen you get from Regenerating Burst is not going to break the +20 cap, unless you have like 150 CON, so you won't likely see any benefit from Uncap Health Regen.
The Reduces Hostility fix probably still affects Shale's Rock Mastery modal as per Dain's Fixes. If it does, there wouldn't be any problem; you simply get hostility reduction on top of STR's changes. STR doesn't implement any hostility reduction with this tree.
The Rock Barrage anim fix in each mod does exactly the same thing. You only need one but there won't be a problem if you have both.
In my case, I rewrote all of Shale's abilities from scratch. After playing around with ability scripts for some time, you'll eventually learn how to do that - code an ability based on what it's supposed to do (or whatever you want it to do). Shale's talents are actually on the easier side. For the modals, you can use the spell_modal or talent_modal scripts as reference. For abilities like Quake, Slam, or Hurl, the code for these abilities is already present, which can be found in the monster ability scripts because enemy golems use exactly the same abilities. Bellow is essentially Mind Blast. And so on. Only a few abilities (Rock Barrage, Stone Will) took me a bit more time to figure out the implementation.
When working on this mod, the trickiest part for me was to figure out the parameters listed in the various gda tables (abi, vfx, persistent), as I had no access to these files. So what I did was, I made a custom script that can be run with the console command "runscript". In this script, I use the functions GetM2DAFloat/-Int/-String to retrieve the parameters, then print them out into the log file using PrintToLog.