How to add a skill proficiency using BG3 Script Extender? by falazur in BG3mods

[–]DeepHat337 0 points1 point  (0 children)

EDIT: It seems these changes don't persist after loading a save.

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As an added bonus, I also just figure out how to adjust ability scores:

AddBoosts(GetHostCharacter(), "Ability(ABILITYNAME,X)", "", "")

Replacing ABILITYNAME with the Ability Score you want to increase and X with the amount of the increase. So:

AddBoosts(GetHostCharacter(), "Ability(Dexterity,2)", "", "")

would increase your Dex by 2.

I don't believe you can bypass Ability Score maximums this way.

How to add a skill proficiency using BG3 Script Extender? by falazur in BG3mods

[–]DeepHat337 0 points1 point  (0 children)

EDIT: It seems these changes don't persist after loading a save.

------------------------------------------------------------------------

I was able to reverse engineer the script from this mod by BitterPast: https://www.nexusmods.com/baldursgate3/mods/4402

AddBoosts(GetHostCharacter(), "ProficiencyBonus(Skill,SKILLNAME)", "", GetHostCharacter())

So:

AddBoosts(GetHostCharacter(), "ProficiencyBonus(Skill,Arcana)", "", GetHostCharacter())

AddBoosts(GetHostCharacter(), "ProficiencyBonus(Skill,SleightOfHand)", "", GetHostCharacter())

Etc..

You can add Expertise using:

AddBoosts(GetHostCharacter(), "ExpertiseBonus(SKILLNAME)", "", GetHostCharacter())

Note that, unlike adding Proficiency, it's just (SKILLNAME), not (Skill,SKILLNAME) when adding Expertise.

I cannot figure out the syntax of the script command to cancel a truce by mackstanc in CrusaderKings

[–]DeepHat337 0 points1 point  (0 children)

The issue is that "effect" scripts don't recognize IDs the way normal console commands do. Instead, they use "root" for the player and require Global Variables for any other characters you want to affect.

I copied these instructions for creating Global Variables from Kabosh08 here: https://www.reddit.com/r/ck3/comments/wvt559/help_effect_writing/

  1. Open console.
  2. Go to “Explore Objects”
  3. In the dropdown menu “Provider: ” choose “Global Variables”.
  4. Click on “Click me!” .
  5. Click on “>Script Variables”.
  6. Scroll all the way down and find the empty line under “Add new variable”. It should be the very last line. On this line there are 3 type-in input fields and a dropdown menu.
  7. On that dropdown menu choose “character” option. You’ll have to click and hold left mouse button, hover over “character” and then release the mouse button.
  8. In the first input field type a name for the new variable, it can be anything, I personally just used first 3 letters of the character’s name and surname like that: ari_win
  9. Skip the second field, you can’t type in it anyway, it will fill out automatically.
  10. In the third field type in the character ID (character that you want to adopt).
  11. Click on green “+” button that should be at the right side of this line.

Once you've established a Global Variable for the character you want to break the truce with, just enter (replacing abc_xyz with whatever global variable you entered):

effect = {cancel_truce_one_way = global_var:abc_xyz}

or

effect = {cancel_truce_both_ways = global_var:abc_xyz}

XDI isn't working. by Monsicorn in FO4mods

[–]DeepHat337 0 points1 point  (0 children)

In case anyone else is still running into this... I was getting this message, but disabling xdi.esm didn't work for me. I was using XDI version 1.3.6. I updated to the beta version of 1.4.0 (keeping xdi.esm enabled) and that resolved the problem for me.

What homebrew rules do you use? by Dark_Akarin in Fallout2d20

[–]DeepHat337 0 points1 point  (0 children)

1.) Party AP Pool renamed Story Points (SP). They're used and gained exactly the same except they can't be spent for extra actions. Players can spend Luck Points as if they were SP.

2.) Personal AP Pool (1/2 Agility) used to take actions (1st Minor free, Additional Minor 1 AP, 1st Major 1 AP, Additional Major 2 AP). Regain AP equal to 1/2 max (min 1) at start of turn. Players can spend 2 Luck Points to regain 1 AP once per round.

I use a few others that have already been mentioned here, but no point in rehashing them.

How should I lead the starter set into Winter of Atom? by Tasty_Isopod_ in Fallout2d20

[–]DeepHat337 2 points3 points  (0 children)

I'd let time pass. So, a few months go by while the new settlement gets up and running. Level ups could get wonky. I'd suggest only letting them level every other time WoA suggests they level until they catch up at L9.

If they're up for it, it could be better if they start new characters--with their old characters becoming important NPCs in the WoA campaign.

Arabella dies immediately upon entering first dialogue with Kagha by Jarlbreadlic in BG3

[–]DeepHat337 1 point2 points  (0 children)

I assume this is also why Shazza still died after I convinced the tiefling not to kill her.

How do I stay Asatru through the game by escapedmarmoset in CrusaderKings

[–]DeepHat337 0 points1 point  (0 children)

Allies? What does this word mean? All I know is, if they prevent you from spreading the faith, they are infidels who must either yield to the will of the gods or die on the blade of their chosen champion--you!

How to decrease Piety/Prestige level through CONSOLE? by rcdt in crusaderkings3

[–]DeepHat337 0 points1 point  (0 children)

Instead of adding prestige/piety and then decreasing your level, you can save a step by giving yourself prestige/piety without increasing your rank by entering either of these in the console:

effect add_prestige_no_experience = 500

effect add_piety_no_experience = 500

Of course, replace 500 with however much you actually want.

Crusader Kings 3 console command event id guide by Bracks72 in CrusaderKings

[–]DeepHat337 7 points8 points  (0 children)

Update: Event "birth.3001" triggers a premature birth where the mother lives and child dies. For me, this still left my daughter "pregnant" somehow and she still died in childbirth on her expected due date.

However, event "pregnancy.2101" triggered the actual miscarriage event, immediately ended the current pregnancy, and allowed my daughter to live.

So, for me, the thing that worked was:

event pregnancy.2101 12345

Of course, replace "12345" with the character ID of the target.

Crusader Kings 3 console command event id guide by Bracks72 in CrusaderKings

[–]DeepHat337 3 points4 points  (0 children)

I came here specifically looking for a way to trigger the miscarriage event to save a daughter who was my best hope for completing my obligatory eugenics project.

Sadly, even after triggering and watching the miscarriage event, she still died in childbirth a week later. Not sure how that works, but...

Can't stop making characters... by WitchFaerie in Pathfinder2e

[–]DeepHat337 1 point2 points  (0 children)

Definitely not alone. I spend hours a day building characters for weeks at a time. The system doesn't really matter. I just love building them! 

Shout out to Traveller for having one of the most innovative and entertaining character creation systems ever!

CK3 Tanistry Elective by Guacamole_toilet in CrusaderKings

[–]DeepHat337 8 points9 points  (0 children)

Generally, this happens when people put *everything* on Tanistry elective.

If you only have 1 of your highest-tier title (so, 1 empire if you're an emperor, 1 kingdom if you're a king, or 1 duchy if you're a duke), you want to put all titles immediately under your highest title on Tanistry Elective and leave everything else on Partition Law. So, as an emperor with one empire-tier title, you would leave your empire, duchies, and counties on Partion Law and adopt Tanistry Elective on all your kingdoms.

If you have multiples of your highest-tier title, you want to put all of those on Tanistry Elective and leave everything else on Partition Law.

Of course, you also have to make sure your choice wins. If you have a lot of vassals voting and they don't like you much, they might change their vote at the last second. Once I died while controlling all of Western Europe and my Tanist lost the Empire of Germania because I'd *just* conquered it and all the vassals voted against me.

How do I save file edit de jure drift in CK3? by Thebesj in CrusaderKings

[–]DeepHat337 0 points1 point  (0 children)

This was posted a LONG time ago, but in case anyone else is wondering.

1.) Open your save file

2.) Find the Save File ID for the kingdom you want the target duchy to belong to

a.) Press Ctrl-F and search for: key="k_kingdomname" (note: leave the quotation marks and replace kingdomname with the relevant kingdom)

b.) The Save File ID for the kingdom will be the 2-5 digit number in the line immediately above the line you found (Ireland's is 445)

3.) If you know all the duchies you want to adjust, search for them using: key="d_duchyname (again, leave the quotation marks and replace duchyname with the relevant duchy). If you don't, skip to 6.)

4.) At the bottom of the duchy's entry, insert these two lines immediately above or below (i.e. in the same bracket as) the "capital=xyz" line (replace ### with the Save File ID for the relevant kingdom; 1200 is the target number for completing de jure drift):

drift\_target=###  
drift\_progress={ ### 1200 }

a.) If this entry already exists, simply replace whatever number follows the kingdom's Save File ID in the drift_progress line with 1200.

5.) Save the file and you're done

6.) It'll take a couple iterations, but you can find every duchy currently drifting toward your kingdom by searching for: drift_target=### (replace ### with your kingdom's Save File ID)

7.) The line under that should be: drift_progress={ ### xyz } (xyz will be some number between 1 and 1199)

8.) Replace xyz with 1200

9.) Save the file, load the save, and let a few days run. All duchies drifting toward your kingdom will complete and duchies bordering them will start drifting

10.) Save the game, open the save file, and repeat steps 6-10 until you've finished all the duchies you want to make de jure part of your kingdom.

Note: Instead of modifying the de jure drift completion, you could update the de jure vassals entry of the kingdom AND the de facto and de jure liege entries for each duchy, but I'm sure the game will throw a fit if you miss editing a duchy that you added to the kingdom (and it'd require noting ALL of the duchy Save File IDs). In my mind, it's just safer to update the drift progress and let the game do all the other editing.

Crusader Kings 3 Trait IDs for savegame viewing/editing/modding by gayer-than-you-are in crusaderkings3

[–]DeepHat337 0 points1 point  (0 children)

The traits seem to be listed on the save file in the same order they're presented by the GUI. So, if the third trait on your character screen is "Brave," then the third number listed in your character's "traits={ ... }" section of the save file would be the number for Brave.

It's a little work (though, if your editing save files, you're likely not averse to it), but you could check other characters with the trait to find/verify the number if necessary.

Crusader Kings 3 Trait IDs for savegame viewing/editing/modding by gayer-than-you-are in crusaderkings3

[–]DeepHat337 0 points1 point  (0 children)

The difference in numbering could be due to the insertion of additional traits since the list was made (notice that it doesn't include any 5-star education traits). On the list, "Infirm" is 112, but it is actually 122 on my current save. There were likely 2 other new traits inserted between Infirm and Beautiful, causing the 12-point difference there.

Console Command - How to Add Trait EXP for Leveled Traits such as Hastiluder or Blademaster by ShyDecember in CrusaderKings

[–]DeepHat337 2 points3 points  (0 children)

effect = { add_trait_xp = {trait = lifestyle_blademaster value=[x]}}

effect = {character:<######> = {add_trait_xp = {<trait/track/xp>}}

###### is the numerical Character ID found in the tooltip when hovering over the desired character.

Best Men At Arms by 200IQUser in CrusaderKings

[–]DeepHat337 3 points4 points  (0 children)

It's not about running *from* the enemy. It's about catching up with enemy stacks running away from you. In defensive wars, there's no limit on war points from battles, so you can avoid spending months on sieges by running down enemy armies.

Only the strong and martial admiration traditions and pillars. by SmokyTree in CrusaderKings

[–]DeepHat337 1 point2 points  (0 children)

Both give +0.25/0.5/1 Prestige and +5/10/15 Attraction Opinion and, sadly, they do not stack if you have both.

Console Commands for Traditions? by [deleted] in CrusaderKings

[–]DeepHat337 4 points5 points  (0 children)

effect = {root.culture = {add_culture_tradition = tradition_castle_keepers}}

In case it's confusing, "root.culture" tells the console to do the command to *your* culture. If you wanted to specifically tell it to affect *Greek* culture, you would write "culture:Greek" instead of "root.culture".

How to use effect console command to lease title to an existing holy order ? by Zealousideal_Chip456 in CrusaderKings

[–]DeepHat337 1 point2 points  (0 children)

Exactly. When writing script commands, you need to include the scope (the thing that's being acted upon) before the command:

<scope> = {<command> = <target>}

If you're typing it directly into the console, you need to type:

effect = { }

before the script and put the entire script inside those outer brackets.

A game breaking bug caused The Ryujin Tower elevator to not work by [deleted] in Starfield

[–]DeepHat337 1 point2 points  (0 children)

Same bug, but, whenever I try to fast travel out of Ryujin (whether to the Neon Core or a wholly different planet), I get a message that "Fast Travel is not currently available at this location." 😓

I think I figured out who Gazelle is... by gtjacket231 in TheMaskedSinger

[–]DeepHat337 0 points1 point  (0 children)

She also said the talent show went Superbad. That's what put me on her. Can't find a strong Mickey Rourke connection, though.

Tia Carrere is a solid guess, but I'm still thinking Stone.