Go Back   Grim Dawn Forums > Grim Dawn Community Section > Modding - Projects

Reply
 
Thread Tools Display Modes
  #171  
Old Yesterday, 08:40 AM
adoomgod's Avatar
adoomgod adoomgod is online now
Praetorian
 
Join Date: Mar 2013
Location: Back in NYC
Posts: 1,617
Default

Quote:
Originally Posted by Silben View Post
Option one can easily be explained in a single sentence of red text, in game.

Option 2 is a bit more in depth to explain and therefore likely couldn't fit on a (reasonable) in game tooltip, which means if you come in down the line and missed the patch notes where the feature was added you'd need to search through the documentation to find out why your UI seems to be preventing you from removing this skill point.

If game forums tell you anything it is that most people don't actually read documentation if it isn't easily found in game AND simple (like one line of red text = okay, a paragraph or more in patch notes will get missed)
You misunderstood. With option 2 you could remove the skill point. Option 2 solves the skill point problem, but when you highlight the skill, say in your skill bar, it'll be stuck at lvl 1 even though its dmg will change as you put points into it.

Again Option 2:
Say dreegs evil eye line looks like [ ]----O-----O-----O
I added an invisible skill that you can't see [ ]----O-----O-----O X
The solution that is option 2 is to turn Dreeg's evil eye into a modifier and add an invisible skill at the front that would be the main skill instead of a modifier:
[X] [ ]-----O-----O-----O X

[] = active skill, O = modifier, X = invisible skill, [X] = invisible main skill.

Let me make it very simple: You can't remove a skill point because there's an invisible modifier attached to the main skill with a skill point in it.
I could turn the main skills into modifiers for another invisible main skill. This would allow you to never encounter the locked in point. It'd just make your tooltip read level 1 no matter what. (literally level 1, not level 1 stats, just level 1 in the description)
__________________
Come check out mods I've worked on!
Cornucopia - - - "http://www.grimdawn.com/forums/showthread.php?t=37644"

# of level 85 characters I have atm: 7

Last edited by adoomgod; Yesterday at 08:42 AM.
Reply With Quote
  #172  
Old Yesterday, 09:15 AM
Silben's Avatar
Silben Silben is offline
Herald
 
Join Date: Jun 2014
Location: Underwater
Posts: 1,252
Default

Okay, that does make more sense...

I guess if it isn't too much trouble the 2nd option would be better...

Guess its just your judgement on if it is worth the effort or not. Option 1 doesn't seem too bad to me, then again as I said I tend not to fully revamp characters.
Reply With Quote
  #173  
Old Yesterday, 10:00 AM
Epicbeard Epicbeard is offline
Acolyte
 
Join Date: Aug 2015
Posts: 49
Default

K.I.S.S. If you are familiar with this mnemonic then you will know I vote for option one.
Go with what you feel is best, this is a great mod that isn't going to be broken +/- one skill point.
Reply With Quote
  #174  
Old Yesterday, 04:34 PM
Silben's Avatar
Silben Silben is offline
Herald
 
Join Date: Jun 2014
Location: Underwater
Posts: 1,252
Default

Quote:
Originally Posted by Epicbeard View Post
K.I.S.S. If you are familiar with this mnemonic then you will know I vote for option one.
Go with what you feel is best, this is a great mod that isn't going to be broken +/- one skill point.
Well put

/10chars
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


Grim Dawn ©2016 Crate Entertainment, LLC.
vBulletin® 3.8.4 ©2000-2014, Jelsoft Enterprises Ltd.