CirnoFunky Posted September 10, 2025 Share Posted September 10, 2025 I'm not sure is there someone like me that are so unpleasant with Klei's skill tree.No mentioning the terrible balance,What matters most is that those points are inheritable,which means some characters (for example someone who likes potatoes :P)can easily obtain ability that doesn't match the current period. So can anyone help me with it ? Or even for the better, a mod making skill points non-inheritable . Players need regain points again if they enter a new world. Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/167924-can-anyone-make-a-mod-to-disable-the-skill-tree/ Share on other sites More sharing options...
FerniFrenito Posted September 10, 2025 Share Posted September 10, 2025 3 hours ago, CirnoFunky said: I'm not sure is there someone like me that are so unpleasant with Klei's skill tree.No mentioning the terrible balance,What matters most is that those points are inheritable,which means some characters (for example someone who likes potatoes :P)can easily obtain ability that doesn't match the current period. So can anyone help me with it ? Or even for the better, a mod making skill points non-inheritable . Players need regain points again if they enter a new world. Thanks! To desactivate: AddClassPostConstruct("components/skilltreeupdater", function(inst) inst.IsActivated = function() return false end end) To not load: AddClassPostConstruct("skilltreedata", function(inst) inst.Load = function(self) self.activatedskills = {} self.skillxp = {} end inst.Save = function() end end) You have to override load and save, since if you only override load, the new "progress" will be saved and cause the user, when deactivating the mod, to not have any of its abilities, which would be very annoying and definitely a reason to give the mod a low score. The bad thing about this is that the progress will be lost every time you close the world, to save the progress by world you should take a look at skilltreedata.lua, I think that it would only be enough to save the string that persists with a very specific name, something that only characterizes that world you are in, then that progress will only be loaded in that specific world, in the others a new one will be loaded if the mod is activated and the skills that the user already had if the mod is deactivated. I also feel that, due to the fact that it saves between games, the skill tree is very broken, it loses a lot of its appeal if you enter a world with the entire tree unlocked, and for us modders, there is a bug where the experience continues to increase even if you are in the command menu, so when you are testing your mod and leave the game paused with the command screen on (I usually do this) the skill tree is already completely filled. It is also very lazy to look for the necessary code to remove those skill points. Link to comment https://forums.kleientertainment.com/forums/topic/167924-can-anyone-make-a-mod-to-disable-the-skill-tree/#findComment-1835175 Share on other sites More sharing options...
CirnoFunky Posted September 11, 2025 Author Share Posted September 11, 2025 8 hours ago, FerniFrenito said: To desactivate: AddClassPostConstruct("components/skilltreeupdater", function(inst) inst.IsActivated = function() return false end end) To not load: AddClassPostConstruct("skilltreedata", function(inst) inst.Load = function(self) self.activatedskills = {} self.skillxp = {} end inst.Save = function() end end) You have to override load and save, since if you only override load, the new "progress" will be saved and cause the user, when deactivating the mod, to not have any of its abilities, which would be very annoying and definitely a reason to give the mod a low score. The bad thing about this is that the progress will be lost every time you close the world, to save the progress by world you should take a look at skilltreedata.lua, I think that it would only be enough to save the string that persists with a very specific name, something that only characterizes that world you are in, then that progress will only be loaded in that specific world, in the others a new one will be loaded if the mod is activated and the skills that the user already had if the mod is deactivated. I also feel that, due to the fact that it saves between games, the skill tree is very broken, it loses a lot of its appeal if you enter a world with the entire tree unlocked, and for us modders, there is a bug where the experience continues to increase even if you are in the command menu, so when you are testing your mod and leave the game paused with the command screen on (I usually do this) the skill tree is already completely filled. It is also very lazy to look for the necessary code to remove those skill points. Thank you for replying ! But I still haven't solved it yet . (By the way, it is ashamed that I'm actually making my own mod . but handling with those stuffs like modifying the original parameters of the game is my weakness . I prefer adding new things.) I've come with ideas like you can clear XP and Points Only when you Create a new character . Or , obtain the time parameters in the game , and gain a point per 5 days . I would be so thankful if you could reply. Link to comment https://forums.kleientertainment.com/forums/topic/167924-can-anyone-make-a-mod-to-disable-the-skill-tree/#findComment-1835245 Share on other sites More sharing options...
FerniFrenito Posted September 11, 2025 Share Posted September 11, 2025 11 hours ago, CirnoFunky said: Thank you for replying ! But I still haven't solved it yet . (By the way, it is ashamed that I'm actually making my own mod . but handling with those stuffs like modifying the original parameters of the game is my weakness . I prefer adding new things.) I've come with ideas like you can clear XP and Points Only when you Create a new character . Or , obtain the time parameters in the game , and gain a point per 5 days . I would be so thankful if you could reply. I don't like modifying the game code either, but I don't think it's feasible to do it any other way since you'd have to program a lot of new logic for the tree (logic that's already written). I think for what you want to do, it's better to just modify the name of the string that stores the information so that it's different in each world. You'd only need to modify one line of code, and the entire tree would work exactly the same, except it wouldn't be saved between worlds. Unfortunately, we have to copy the same function that the Klei programmers have already programmed because you can't overwrite just one line of code within the function. Link to comment https://forums.kleientertainment.com/forums/topic/167924-can-anyone-make-a-mod-to-disable-the-skill-tree/#findComment-1835290 Share on other sites More sharing options...
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