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But it will certainly take time to implement this properly. A quick preview is shown in one of images in the description.
Am I right in thinking that this is a main request: regular sized icons and scrollbars?
Does anyone know of a mod that has mouse wheel zoom or vertical scroll bar?
I have checked it. I don't understand you what the slider is in this mod? I see it widening the skill tree screen by creating a second column for signature skills.
Regarding compatibility: I have successfully launched theMoreSignatureSkillsBase mod with Paths of Wonders. As advertised they change different things, therefore they seem compatible. What mod are you using that isn't working properly with Path of Wonders?
Seriously, when this gets completed we should all petition Triumph to just make this the single ruler class officially, lol.
Right now propably not.
Mod forces several "placeholder builds" for AI heroes. Build depends on the equipped weapon. In general, heroes with physical ranged weapons should prioritize archery cluster, heroes with polearms should prioritize defender cluster and so on. But random picks made by AI could lead to strange choices. The quality of those builds might be suboptimal.
Some of the implemented skills use game mechanics that aren't prevalent in the original game. For example: Whirlwind and Abducting Arms. Both are "on-move" abilities. I'm not sure that AI understands what to do with them at all.
Currently, AI doesn't interact with outer clusters as some of them are missing. I have been thinking about creating "proper builds" that hardcode deterministic sets of skills. It isn't a priority at the moment.
Secondly, this looks very fun to use.
Can the AI use this well?
Missing shadow-astral keystone skill won't have any placeholder.
I haven't decided about missing ultimate nature skill yet.
Hope to see its developing!
Honestly the icons don't do much for me, so I am not bothered by it (the text is just fine when you hover over the different icons).
... But it is a PoE reference, so breaking the PC power budget is literally a requirement for accuracy, looooooooool.
Other than that, double check your mods, understand which ones might touch the same thing, and make characters and give a couple of turns. If I am correct on my hunch, the game will try to reevaluate the info the UI is supposed to present and refactor size over the course of a game. But letting yours win should be first goal.
I can provide information what this mod changes in regards to skill trees (maybe it will help):
1. It does not change skill trees or skills of vanilla classes in any way.
2. It changes skill tree resolution in "\UI\Shared\UnitPanel.xaml" to be able to fit whole wanderer's skill tree.
3. It also modifies "\UI\Shared\UnitPanel.xaml" to remove the visualization (but not the logic) for links between exclusionary skills.
Last two points could have a repercussion of changing resolution and visualization for vanilla skill tree windows (but not gameplay logic).
If one of your mods also modifies "\UI\Shared\UnitPanel.xaml" then case is closed.
Like I said, I think it isn't consistent on how it resolves that all. I have seen a passed turn help, though.
To make sure that I have understood you correctly and that we are taling about the same issue, I have uploaded 2 new images: how it should not be (second image) and how it should be (third image). Does your skill tree window look like second image?
To trobleshoot I kindly ask everyone who has an issues with skill tree visualization to try launching this mod without any other installed mod. It will verify that the problem with this mod is internal and it is not caused by external interference from other mods, or that multiple mods change same files.
.... Still Sane, exile???