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noqn

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noqn

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13 comments

  1. Renegade4lyfe
    Renegade4lyfe
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    After using 6 man party mod, I felt like I would be abusing party assist for skill checks haha, so I finally thought about getting this mod 

    any chance you know how to increase threshold for party assist effectiveness?
    1. noqn
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      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).

    2. noqn
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      Though this would have no effect if you play with this mod of course XD
    3. Renegade4lyfe
      Renegade4lyfe
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      yeah haha, so for my gameplay it was going to be either:

      this mod and slightly increase backgrounds points

      or increase threshold, cause 6th party member would unlock almost all conversation options if I dont
  2. lorddarkflare
    lorddarkflare
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    Is the picture still accurate? I do not see how you get from 11 Intimidate required without the mod, down 6 to 5.

    I think I may be misunderstanding the explanation on the main page.
    1. noqn
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      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.
    2. lorddarkflare
      lorddarkflare
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      Ahhh. I get it.

      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?
    3. noqn
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      Thanks for the feedback, you're absolutely right.

      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 : )
  3. ThwartAbyss54
    ThwartAbyss54
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    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
    1. noqn
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      Thank you! :D
      The way Mechanics and Lockpicking works is unchanged.
    2. ThwartAbyss54
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      so still have to have a companion for mechanics? I suppose thats alright :p
  4. BMN1337
    BMN1337
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    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!:)
    1. noqn
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      Thank you, I'll update the description! The download description is the correct one; you don't need any other files.