Yeah should be pretty quick using Apotheosis: https://gitlab.com/noqn/apotheosis#download-run 1. Navigate "Game Data" -> Global -> SkillManager -> SkillManager. 2. In the Tree View, extend SkillManager -> SkillAssistThresholdComponent -> AssistThresholds 3. For each child row to AssistThresholds, expand the row and set the Threshold value to something higher if you want 4. After you've edited all Threshold you want, press the save button (and choose a name for your mod).
Thanks for letting me know that the description is unclear, I'll update it soon!
The idea is, assuming the Player's skill is equal to the party average, to look at what average skill level is needed by a full party to pass the check, and reduce the check to that value.
In this case, if the Player value (and party average) is at 5 Indimidate, the remaining four companions would be at 20 Intimidate total, which translates to a +6 bonus for a total of 11.
The table used to explain would probably be more easily readable if 'Total' was renamed and used as the most prominent data point. That might be just me though.
But in short: for a given skill check, you calculate the the player value that would have been needed to pass it if the player value and the average companion value were the same, and you change the skill check to that value?
I kept layout of the second table, though I renamed "Total" to "Total Skill Value" and added descriptions to each column, so it should be comprehensible now. I also added a third and final table that simply displays Old vs. New values.
Lastly, I changed the description closer to your explanation, which is far better phrased than mine : )
Excellent thank you very much! And i agree whats the point of making us have to put points scattered around everyones skill tree? Like i can sort of understand it but ugh.
How does this handle mechanics?
Edit: That is a list of every conversation in the game... I salute you good sir and or madam o7
Hi! Just to make sure, is the description outdated?
"If you are using No Forced Rests, install the optional Player-Exclusive Skill Checks (No Forced Rests)" "MAKE SURE THAT Player-Exclusive Skill Checks (No Forced Rests) IS PLACED BENEATH BOTH PESC AND NFR"
But file description says: (USE THIS VERSION ONLY!) Thanks!:)
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any chance you know how to increase threshold for party assist effectiveness?
1. Navigate "Game Data" -> Global -> SkillManager -> SkillManager.
2. In the Tree View, extend SkillManager -> SkillAssistThresholdComponent -> AssistThresholds
3. For each child row to AssistThresholds, expand the row and set the Threshold value to something higher if you want
4. After you've edited all Threshold you want, press the save button (and choose a name for your mod).
this mod and slightly increase backgrounds points
or increase threshold, cause 6th party member would unlock almost all conversation options if I dont
I think I may be misunderstanding the explanation on the main page.
The idea is, assuming the Player's skill is equal to the party average, to look at what average skill level is needed by a full party to pass the check, and reduce the check to that value.
In this case, if the Player value (and party average) is at 5 Indimidate, the remaining four companions would be at 20 Intimidate total, which translates to a +6 bonus for a total of 11.
The table used to explain would probably be more easily readable if 'Total' was renamed and used as the most prominent data point. That might be just me though.
But in short: for a given skill check, you calculate the the player value that would have been needed to pass it if the player value and the average companion value were the same, and you change the skill check to that value?
I kept layout of the second table, though I renamed "Total" to "Total Skill Value" and added descriptions to each column, so it should be comprehensible now. I also added a third and final table that simply displays Old vs. New values.
Lastly, I changed the description closer to your explanation, which is far better phrased than mine : )
How does this handle mechanics?
Edit: That is a list of every conversation in the game... I salute you good sir and or madam o7
The way Mechanics and Lockpicking works is unchanged.
Just to make sure, is the description outdated?
"If you are using No Forced Rests, install the optional Player-Exclusive Skill Checks (No Forced Rests)"
"MAKE SURE THAT Player-Exclusive Skill Checks (No Forced Rests) IS PLACED BENEATH BOTH PESC AND NFR"
But file description says: (USE THIS VERSION ONLY!)
Thanks!:)