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Author Topic: How does one mod the starting attributes and skill points for adventurers?  (Read 6976 times)

Clowny

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The title says it all.

I wish to create a great hero who can take everything on at once and leave with his body and nine fingers.
Or. Perhaps my true intention is to learn? Who knows.

You know. Right?
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Urist Mcinternetuser

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #1 on: December 23, 2011, 10:28:37 pm »

One does not simply mod the starting attributes of adventurers.
As in you can't. You could make a super tough race or caste for a species. But with the caste option, it would be up to chance, and with the race option, there would be many other tough people like you. I suppose you could try making a race that can't reproduce and play as an outsider of their (probably) dead species.
« Last Edit: April 01, 2012, 06:56:00 pm by Urist Mcinternetuser »
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Clowny

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #2 on: December 23, 2011, 10:35:53 pm »

why is it not possible?
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Loud Whispers

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #3 on: December 23, 2011, 10:49:54 pm »

why is it not possible?

It's all hard coded into the game, there's no raw files for us to meddle with

SirAaronIII

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #4 on: December 24, 2011, 01:08:12 am »

You could just create a regular character, and then Runesmith all your attributes to 9999 or something like that.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

gomwon

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #5 on: December 24, 2011, 06:44:00 am »

Or use something like Cheat Engine to alter your skill points. Its what i do when i get bored :P
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Nega

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #6 on: December 24, 2011, 09:01:27 am »

Between you and me, I use RuneSmith. When I am genning a character, I make me a demigod so I have enough points, and become at least novice in every skill/attribute. Then as soon as I spawn, I use Runesmith by highlighting my character in the screen, and set all my skills/attributes the high as they go. Highest for skills are 20, Highest for attributes are 65655.
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Detoxicated

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also you can youse artmoney.
you apply the artmoney during character generation
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JackOSpades

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yep Runesmith Now if only there was a cheat to restore lost body parts

InfiniVide

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I use Runesmith.  If you just add one point to each of the skills you want, once you start the game you can use Runesmith to max all of those out.  This way I have more skills right away and I can max them all out rather than spending a lot of points on a few skills which is pointless with Runesmith.
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IamanElfCollaborator

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Re: How does one mod the starting attributes and skill points for adventurers?
« Reply #10 on: January 14, 2012, 06:26:57 pm »

I'm pretty sure someone's coded a way to restore lost body parts in Dfusion.