This thread gets weird random posts all the time, and it's probably too late to change that. Adding the skill number claims to it would make an ugly mess to have to hunt through whenever someone wants to start a new mod. I'm guessing we need a new thread for the skill numbers, probably stickied, with someone dedicated to maintaining the first post of it, sort of like how Daynab runs the completed mod list.
Well, if it's of any use, I'm using 505 for my skill tree right now, so I claim 505 to 510 just in case
As for IDs, I've used 555, 556, 557. I intend to work my way up from there. I doubt I'll ever hit Essence's 600; I plan on working on monster sprites at some point.
I have another question: I've seen that some spells type is "template". What does it mean? Until now, I've been able to learn what other tags mean looking existing material in the original game files, but I don't understand this. Also, I've seen that template spells have an ID too, so i would like to know if this ID collides in some way with the IDs assigned to skills. Thanks for your help
"Template" essentially defintes a manual spell template that is used to define the area the spell will affect. There's a topic stickied to the top of the modding forum with the different templates and their IDs.
When adding images for the mod, do you put the files in a folder called Skills, Sprites, etc, or can you just put them anywhere?
We tend to follow the syntax the base game uses. Art for skills, buffs and the like, they go into Skills. Items holds...well, items. Dungeon holds dungeon textures, blocker art, and the like. Generally, looking into each folder will give you an idea of what each folder is supposed to hold.
Just getting into modding today and starting off with some weapons and equipment; is there any way to easily give yourself an item to see if the stats came out right and such? Googled around and couldn't find a way, and my first item is level 8 and would be kinda rare to just stumble across without playing into late-game.
one way would be to add it to the loadout for a skill, see archaeology in skilldb.xml for an example. Then take the skill.
So, I have the the Essential DoD mods in my /mods/ folder, but when I open the game and click 'use' for both mods. I see six icons added in the skill selection it goes QiGong, Poisoner, Bushido, QiGong, Poisoner, Bushido. Which is strange, because it should have ninjutsu, warlockery, and silver toungue. Also, when I select these skills they do not get applied to my character upon beginning the game. I tried this with a different mod and the same thing happens. Any suggestions?
Yes, I am currently running Mac OS X 10.6.7. Edit: So, I tried it again with the "Dragon Knight" mod. Again it just showed QiGong, Poisoner, and Bushido. I do not know what is going on.
It is a known bug that OS X can only load one mod at a time. This is slated to be fixed in the Next Patch, which is Coming Soon.
Nice image. @Gorilla-Samurai On Macs, you cannot use more than one mod without problems. I am not a Mac user, so I cannot specify what problems, but if you look around you will see that with quite a bit of work you can usually merge multiple mods into one mod for it to work on Macs. It is not going to be easy though. You are probably better off waiting for the patch, even if it is in the strange dimension of Valve programmers with their funny time scale.
I found out the problem. I probably should have specified that I was not running through steam (I bought it on humblebundle). Therefore, I was using a very old version of the game. I will not go through the trouble of trying to combine mods. Thanks for your help guys, and I look forward to your next mods!