Erannorth Chronicles

Erannorth Chronicles

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Adding new Sub-Archetypes, Backgrounds & Starting Kits # Hands on Modding
By [ER] Raven
Hi folks,

In this quick guide I'll show how to create your own perk collection and categorize these perks into sub-Archetypes, Backgrounds or Starting kits, that you can then seamlessly plug into the Character Creator. So grab your favorite drink, and let's dive in!
   
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How are Perks defined?
Before we get into how to make a perk collection let's break down a perk:

You need 3 lines to declare one:

1) Name and cost
2) Human readable description
3) Comma separated pairs that contain our perk effects like so: Effect:Value, Effect:Value etc.

ie.
first line:
Pioneer, 0

second line:
You have an insatiable need to explore this vast world.<br>→ You gain +5 HP.<br>→ You can learn Survival actions.<br>→ 1x [Explorer's Cloak].<br>→ Completing an Area yields +2 bonus XP.

third line:
Unique:Background, HP:5, ExpertiseSurvival:0, AddInventoryExplorer's Cloak:1, ModifyEffectAreaCompletionXP:2

Final result:

Pioneer, 0
You have an insatiable need to explore this vast world.<br>→ You gain +5 HP.<br>→ You can learn Survival actions.<br>→ 1x [Explorer's Cloak].<br>→ Completing an Area yields +2 bonus XP.
Unique:Background, HP:5, ExpertiseSurvival:0, AddInventoryExplorer's Cloak:1, ModifyEffectAreaCompletionXP:2

Don't worry about the effects just now. Let's move on ;)
Creating a new Perk collection
A perk collection consists of many 3-lined perks like Pioneer in the example above.

What we need to define a Perk collection

a) A plain text file to put in our perks. For this example let's name it MyCustomPerks.tdb
b) A plain text file to initialize our various mod parts. Youmust name this file ModLoaderUser.conf

Step 1

Let's pick any folder on our PC, and create there our Mod folder. I'll name it 'Rs Perk Expansion 1'.

Step 2

In Rs Perk Expansion 1/ create the following folder:

Rs Perk Expansion 1/Perks

In this folder create a file called: MyCustomPerks.tdb

The only important consideration is to make sure that Windows won't attach the .txt extension after, so if it does, remove it. You can easily edit this file by dragging it in an empty notepad window.

So let's say that I don't like a vanilla perk and I want to change it. I'll copy paste just its three lines in my MyCustomPerks.tdb. And nothing else. And change their values as I see fit. I also need to setup a priority above that of the vanilla files. 11 will do.

ie.
#Priority 11
Pioneer, 0
You have an insatiable need to explore this vast world.<br>→ You gain +5 HP.<br>→ You can learn Survival actions.<br>→ 1x [[b]Raven's Backpack[/b]].<br>→ Completing an Area yields +2 bonus XP.
Unique:Background, HP:5, ExpertiseSurvival:0, AddInventoryRaven's Backpack:1, ModifyEffectAreaCompletionXP:2

All I did was to override the Pioneer perk to now give in my inventory the equipment card Raven's Backpack (assuming this card exists).

Step 3

In the root of your mod folder create a plain text file called: ModLoaderUser.conf

The only important consideration is to make sure that Windows won't attach the .txt extension after, so if it does remove it. You can easily edit this file by dragging it in an empty notepad window.

In this file just add these two lines:

>> Perks
MyCustomPerks.tdb

Making sure that the filename you declare match the filename of your card set. In this case MyCustomPerks.tdb.

We are done actually. All you need to do is install your mod.

Testing your Mod
Your mod is ready and should have the following structure:

Rs Perk Expansion 1/
Rs Perk Expansion 1/Perks/MyCustomPerks.tdb
Rs Perk Expansion 1/ModLoaderUser.conf

You can copy Rs Perk Expansion 1/ folder in your ../Content/Mods/ or just send the folder to .zip and install it with the Mod Manager.

Pro Tip: You should never include in your ModLoaderUser.conf resources you don't actually modify. It will cause conflict with other mods, and perhaps even break your own mod.

Then if the game was running restart your mod manager.
Creating new Backgrounds
Background are detected automatically by the game by their 'Unique' key.

Pioneer is a background because of the Unique:Background tag in the beginning of its effects list. That's all there is to it.

Pioneer, 0
You have an insatiable need to explore this vast world.<br>→ You gain +5 HP.<br>→ You can learn Survival actions.<br>→ 1x [Explorer's Cloak].<br>→ Completing an Area yields +2 bonus XP.
Unique:Background, HP:5, ExpertiseSurvival:0, AddInventoryExplorer's Cloak:1, ModifyEffectAreaCompletionXP:2

let's make our own!

Alchemist, 0
My description of the effects
Unique:Background, Effects

The only consideration when creating new perks is to make sure that our perk name 'Alchemist' is unique. You can search the vanilla perks file to make sure of that.

Alchemist, 0
Intellect +2. You can learn Alchemy Actions.
Unique:Background, Intellect:2, ExpertiseAlchemy:0

That's all there is to it, and you can now pick this in the Backgrounds tab.
Creating Starting Kits
Creating Starting kits is equally easy. But this time we use Unique:Starting Kit.

ie.

Mercenary's Gear 143, 0
→ 1x [Longsword +2].<br>→ 1x [Brown Shield].<br>→ 1x [Whetstone].<br>→ 2x [Elixir of Healing].
Restrict:Mercenary, Unique:Starting Kit, AddInventoryLongsword +2:1, AddInventoryBrown Shield:1, AddStashWhetstone:1, AddStashElixir of Healing:2

That's it. Now we can select this starting gear with our Mercenary. The Restrict:Mercenary, is what makes it appear only in Mercenaries. And the same could work for backgrounds too.

ie.

Broken Coven, 0
Description
Restrict:Witch, Unique:Background, ModifyEffectCoven:-2, ExpertiseWitchcraft:1, ModifyEffectDamageIfExpertWitchcraft:2, QuestStateRippleEffectCoven:SynergyEnvy#1
Creating Sub-Archetypes
Creating Sub-Archetypes is equally easy.

My Spellblade, 0
Description
Unique:SubClass, Willpower:2, Intellect:1, ExpertisePyromancy:0, ExpertiseAeromancy:0, ExpertiseHydromancy:0, AddDeckSpell Research:2

This time we specify Unique:SubClass for classes and Unique:SubRace for Subspecies.

ie.

My Dhampir, 0
Description
Unique:SubRace, Intellect:2, Charisma:2, Willpower:-2, ProficiencySlashing:1, ExpertiseStealth:0, AddDeckHunger:2, AddDeckLurk in Shadows:2, AddDeckAnticipation:2, AddDeckLesser Compulsion:2, QuestStateCountsAsWicked:true, Location:Innford

To hook them in the game we need additionally this section in our ModLoaderUser.conf (Restrict:x, won't work here)

>> SubArchetypes
Mercenary#My Spellblade
Human#My Dhampir

Done ;) You can now find and play with these two new sub archetypes.

So that's the overview of the thing.Best way to learn what to use as effects for your perks is to reverse engineer the perks file. i.e. Let say I want a Perk which makes me wicked, and gives me pyromancy as skill.

I spot ExpertisePyromancy:0 in Spellblade, and QuestStateCountsAsWicked:true in Dhampir. Hmm so that's how Raven did it...

Ifrit, 0
Description
Unique:SubRace, ExpertisePyromancy:1, QuestStateCountsAsWicked:true

Then in my ModLoaderUser.conf also need:

>> SubArchetypes
Demon#Ifrit

Or wherever you want to add your subarchetype. And that's it too.
Conclusion
As you can see is pretty easy to create your own backgrounds, starting kits & archetypes by modifying vanilla ones. If you need more help, come into problems or other issue, drop by our Discord server #Modding channel and I'll be happy to help you further!
19 Comments
fedq.sumkin 26 May, 2023 @ 9:20am 
Correct, ModLoader must be inside the Mod folder, while it was outside. Thank for the tip! :steamthumbsup:
[ER] Raven  [author] 24 May, 2023 @ 12:19pm 
The ModLoader must be inside your Mod folder too. ie. If the mod is called 'Elfs can't shoot', then this should be the structure:
..\Content\Mods\Elfs can't shoot\ModLoaderUser.conf
..\Content\Mods\Elfs can't shoot\Perks\PerksDB.Alv.tdb
fedq.sumkin 24 May, 2023 @ 11:57am 
\Erannorth Chronicles\Erannorth Chronicles_Data\StreamingAssets\Content\Mods
for ModLoaderUser.conf
Erannorth Chronicles\Erannorth Chronicles_Data\StreamingAssets\Content\Mods\Elfs can't shoot\Perks
for PerksDB.Alv.tdb
---
Now I tried to reload the mod manager but nothing has changed. It shows the mod itself but nothing changes ingame. The log is empty.
[ER] Raven  [author] 24 May, 2023 @ 10:41am 
At first glance, they appear correct. Where did you place each file? Did you restart the Mod Manager after you added the mod? Does it have any issues listed in the Mod Manager log?
fedq.sumkin 24 May, 2023 @ 10:30am 
I've tried to crete a new subrace, but it doesn't appear ingame. not sure what's wrong. :steamsad:

ModLoaderUser.conf
/// Perks Databases
// ----------------
>> Perks
PerksDB.Alv.tdb
// -------------------------
/// Playable Classifications
// -------------------------
>> SubArchetypes
Elf#Alv

PerksDB.Alv.tdb
//////////////////
// Elf
//////////////////
Alv, 0
Description.
Then I copied stuff from another subclass to edit.
[ER] Raven  [author] 24 Sep, 2021 @ 2:07am 
No worries. :)
A Stranger Is Here 24 Sep, 2021 @ 2:00am 
Ok, sorry, I have written a lot of posts, but I was just impatient, so I chose to delete them. That was stupid of me. But wow, I understand how that works.
[ER] Raven  [author] 24 Sep, 2021 @ 1:56am 
Yes, unfortunately the description in perks isn't generated by the effects automatically, would be a true pain to parse some of them, so it's fully manual what you input in the description field. For line breaks we use the <br> tag.
A Stranger Is Here 24 Sep, 2021 @ 1:17am 
OK, thank you. I was wondering why nothing worked, now it's clear.
[ER] Raven  [author] 23 Sep, 2021 @ 9:15pm 
No, Sub-archetypes are just perks. They can go in the very same perk file you added your backgrounds and starting kits. And don't need an archetype file to be playable.

But if you want them separately for easier access when you edit them, then you can create a second perk data file.

You can use any name you like, .tdb as extension. Place this file in Perks/ and declare it the ModloaderUser.conf as a perk database.