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Custom faction skilltree for new heroes

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8 years ago
Aug 5, 2017, 12:56:06 PM

Hi everyone!

I'm working on a mod for new heroes and I would like to know if it's possible to create a new faction skilltrees instead of using one already made. 

I checked the forums but wasn't able to find anything.

I found that in the file "HeroDefinitions" you can assign 3 SkillTrees but haven't found how they are made.


So please if you have any information I would gladly hear it! :)

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8 years ago
Aug 5, 2017, 1:09:50 PM

With some additionnal researchs I found out that you need the files "HeroSkillTreeDefinitions" "HeroSkillDefinitions" and "SimulationDescriptors[HeroSkill]" So I'll leave it here in case someone need help with that, but I'm still wondering if there will be issues with the "race" of the hero and the faction logo in the skilltree. I'll need some more tests for that!

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8 years ago
Aug 5, 2017, 1:14:12 PM

I'm currently working on custom hero skill trees for my ES1 Heroes Mod.

They are easy to create and even allow for you to add alternative skills (X skill is replaced with Y Skill if Z is true) and required skills (X Skill is needed before picking Y Skill)


They are defined in "Endless Space 2\Public\Simulation\HeroSkillTreeDefinitions.xml" adding new trees is much like adding new heroes.




Edit:

I wrote my post before I saw your second post, 

While the vanilla heroes skill trees match their race and class they do not need to, you can free set them any 3 skill trees with out it affecting anything.

The Skill tree logo is set by the skill tree in "Endless Space 2\Public\Gui\GuiElements[HeroSkills].xml" so you can make them match the heroes race & class if you wish.

Updated 8 years ago.
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7 years ago
Sep 21, 2018, 4:17:54 PM

I know I'm resurrecting an old thread, but it's the only one I've found that deals with customising (modding) hereos. So if any can help I'd appreciate it.


There is a warning in the ...\HeroSkillDefinitions.xml that says     


"<!--
    -   Note: be careful with alternatives, as the skills get replaced only in the skill tree, not in the hero unlocked skills set.
    -   That means that if you set a prerequisite that checks dynamic properties, you can unlock the skill and then its alternative once the context has changed,
    -   because it will not change the unlocked skill, only the skills showed in the skill tree
    -->"


In the ...\SimulationDescription[HeroSkill].xml file there are referenecs to Level 0, 1, 2, 3, 4 which not all skill sets have and they don't always start at 0. 

Also there's a section called "<!-- FEEDBACK FOR SCAN VIEW -->" which I'm not sure what it's referring to or how it works. Once again not every skill set seems to have this section of code.


Has anyone got a clue what these do and how to modify a hero skills without breaking the game?

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7 years ago
Sep 21, 2018, 5:04:37 PM

Feedback is for the scan view (space bar in system view), they don't affect anything, they just give well ... feedback.

If you want, you can check out what I did for my mod : I mess with a bunch of other stuff besides Hero skills but I do use the alternatives and required links, and I create new skills (some are Senator skills), so it could give you a better idea of how it's used.

Updated 7 years ago.
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7 years ago
Sep 21, 2018, 10:08:34 PM

@Kuma - Thanks for the reply and info


I'll subscirbe to your mod on Steam and look at what you've done in the xml files. As you say I may learn a thing or two, like what alternatives are and how to use them as CyRob quickly alludes to ;)


After a quick play swapping out a hero skill for another and starting a new game to see what happened, I find that the new skill does not appear, the hero looks like the vanilla version. I'm trying to figure out if this is an issue where I need to modify tooltips and graphics, or if there is something more to do.

Updated 7 years ago.
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7 years ago
Sep 22, 2018, 12:13:30 PM

If you are having an issue with modding it’s best to upload the mod (here or in #modding) so we can have a look and see if we can spot any issues (much quicker than trying to guess)


(If there still are in the game) there are two features of skill trees that are not used in vanilla, Required skills (i.e. Skill X needs Skill Y to be selected before it can, even draws a line between them) & Alternative skills (i.e. Skill A is shown be default but is hidden and replaced with Skill B if the prerequisites set are met) The warning for them is that if you have a prerequisite that can change in game (e.g. the hero level is >10) then if the hero had skill A before it got hidden it will skill have the effects of it when it does get hidden.

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7 years ago
Sep 22, 2018, 4:43:01 PM

@CyRob, Thank you and I'm grateful for any guidance.


I'll do my best to get a mod together soon, even though I'm still struggeling with understanding how the whole xml file linking to other xml files work. Like how does "HeroTerrans01" become "Dimitri Lenko" in the game? So far I haven't found how or where that happens in the xml.


It seems that there are quite a number of files that need to be tied together to make the mod work, including GUI and Tooltips. Any pointers on where all the Hero based files are, that make it all tie together, would be much appreciated :)

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7 years ago
Sep 22, 2018, 6:34:13 PM

I would suggest at the Example Hero mod but in general everything is split up in the XML, the names are stored in localization files which a GUI file points at, heroes & skills are in different files and thier effects are in simulation files.

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