Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Noted I'll be sure to find that. Thanks for the tip.
  3. It would be nice for there to be some reason to use the dummies. In addition to weapon damage feedback, I wouldn’t mind if there was like a fourth tier to weapon mutations only allowable by interacting with the dummies with that particular weapon. There’s a part of me that feels like it should be a truly tedious amount of interactions, something most players would not attempt to do in one go and instead would just put in some training time when they’re back at base at night and eventually unlock.
  4. Today
  5. Knock knock, we bring a message from our lord and saviour https://www.bbc.com/news/articles/cde3xp4xlw9o literally bringing a whole church in tow
  6. Sounds like something to claim while not in Australia
  7. Thanks, if you do play a magic build next, I highly recommend getting a hold of the arcane seal spell for spell reduction. Once you have that it’s a game changer, and specially from a maxed out Auroch’s Skin Grimoire.
  8. Possible Errors ------------------ extra brackets anywhere? ] and }? Did you type ," instead of ",? Not enough brackets? extra "," before the end of any section? not a "," where there should be one? You can't have IDs past the letter f. Must be hexidecimal friendly. It's possible to generate bad IDs. Does the code start with the Gamedata header & {[ String tables reference the right folder name inside the string code?? Abilities are not in the AbilityMods section, or ability mod component brackets(if that exists)? Did you finish each segment to return to Game Data? ItemMods/StatusEffects end with } ] } for example This is really to segment each GameDataObjects-->Data-->Component segment If it's an ability, does it have the right level? You lowered the levels so you can test it. Did you copy+paste code from 5.0 or later? This includes extra lines for turn-based mode. Does your code reference files like /\folder\/ instead of /folder/ ? It looks like it's all /folder/ format now. If the menu keeps spinning gears so you can't load a save, then that means you probably - have two text strings w/ same ID in the stringtable files. - Or </Entry> at the beginning of the text string instead of <Entry> - Or you put the text after </DefaultText> instead of before - have two of the same debug names - have two of the same main ID numbers (GUID) - you can't use "<" and probably other similar symbols in those xml files as normal text Did you even activate your new mod? If there's nothing wrong in the output log but you can't load your item (or whatever) Did you change the required class IDs and levels and UsageType to a class source so they fit the ability trees correctly? If your ability has an "O" at the bottom left corner, that means the ability doesn't work right (no string/ID conflict) (I think this is false) Abilities upgrading from another ability do not use UpgradedFromID in their ability gamedata. It's replaced via the progression table. Passive abilities do use the UpgradedFromID in the ability section SpecialEffects spelled "Receive" mostly wrong! ApplyStatusEffectToEnemyByDamageRecieved is "correct" although Recieved isn't a word +Sometimes you just have to copy a different piece of code that does the same thing. When making Execution, I compared my DamageMult code to Sworn Enemy. They were the exact same, but Sworn Enemy worked. Copied it, remade it, and it worked. Attack target types force it against all possible targets in attacks connected to it? Hostile attack --> Friendly attack must have the first attack allow "All" targets "ForcedTarget" can only be "None" or "Self" and not much else Child/Transfer parent effects may have been copied, without changing it back to "None" so another effect is referenced but not linked to it Did you add the ability to the ring, granting it to your character? Did you change the class that uses the ability? Did you change the level of the ability to one that your dual-class character can use (7 or lower, not 8 or 9)? Your fancy trigger effects on special effects may have caused the ability to not show up "OnHit" isn't an event! It's OnPlainHit you dummy, unless it's a vfx Stack Overflow error when you try to grant an item/ability means your attacks self-reference each-other, or some other circular reference maybe. The first time you try, the game will just immediately quit. Did you put the Vfx in the StatusEffects section instead? Or some other similar category mix-up? The VFX can prevent the ability from loading if you put Event": "OnHit" for a SE that itself doesn't check for an event Did you mix ApplicationBehavior with ApplicationType? If depending upon an autogranted passive, and the passive isn't given via an item, then you have to retrain your character to level up and get the autogrant. If the item or ability didn't load, then you probably - misspelled the StatusEffectType - mistaken StatusEffectType name, i.e. there is no AttackTargetOnEventWithChance - misspelled an entry in TriggerAdjustment - conditional used an invalid InstanceID Attacks use "Deflect" damage types not "Deflection". Passives already learned will always be the old versions. If testing a passive, an ability on the ring should replace the old one, but it's not safest to test
  9. I have often mentioned that Trump likes to joke and troll the media and yet many people dont seem to know when he is joking Yesterday he made me laugh when he realized how Ukraine cant have an election Constitutionally under martial law https://people.com/trump-jokes-no-more-elections-if-united-states-at-war-11792856 " During one part of their press conference, the U.S. president latched onto a statement by Zelenskyy about pausing elections during wartime, and spun it to hint at the possibility of him outlasting his two-term limit in 2028. "So you're saying during the war you can't have elections," he said, interrupting the Ukrainian president's remarks. "So, let me just say, three and a half years from now... if we happen to be in a war with somebody, no more elections. Oh, that's good."
  10. Why because they want an end to the war and they aware they need to engage with Trump in the normal obsequious way, all world leaders do that when they meet Trump if they want the meeting to be constructive. Its really easy to do once you understand Trump. But Trump was also very complimentary to the EU leaders End of day its clearly only the US who can get both Russia and Ukraine to the negotiating table and achieve a significant and lasting peace And that means keeping Trump happy around how you engage with him Compare this meeting with Zelensky to the disastrous one in February, that wasn't funny
  11. Wouldn't it be nice if the target dummy did something (instead of just be a decorative statue) like give us feedback on how much damage a certain weapon does? (at a certain tier?)
  12. Smaller bugs and feedback: Sorting. I can't get sorting in my inventory to work when I have a chest open. Pressing the sort button or key do nothing. I can't get sorting in chests to work at all. If I open a drying rack, "w" isn't an option unless I also have an empty slot selected in my inventory. The default is that the upper level square is selected, so if there is something there, I have to manually select an empty slot for "w" to work. It really should have the same behavior as looting a corpse... merge with existing items or take the next slot. I really need multiple hotbars, like Grounded 1. One hotbar for weapons, one for consumables. I never really needed the 3rd, but it was handy to swap armor or trinkets. A single hot bar doesn't cut it. The hotbar should show and be accessible when mounted. I shouldn't have to dismount or use the inventory to eat shrooms or light a torch. I've noticed several times that if I use the mouse to click a button in the inventory, the escape keyboard key no longer escapes the dialog. I can click the on screen escape button though. I agree with a previous poster that I should be able to lock some inventory items. I'm able to manage items like mushrooms and arrows (and weapons ) by only storing them in chests that don't hot-sort. But I like to keep a stack of clover for making markers without it getting sucked off me when I click "n".
  13. There are times when I punched mites, spiderlings and other insects and not get credit for the punch. Im trying to improve my Lil Fist but noticed that the counter at times would not give me credit for killing a certain insect. I noticed this with the bow as well.
  14. Omni tool feedback. I like having the tool being abstract better. I didn't like having to carry around (and pointlessly repair) 4 tools, 6 weapons and consumables. The tools used too much inventory. Repairing the wrench (over and over) while repairing my hard-built house is disheartening. The omni tool makes that a little less painful. However, I don't like is so much activity tied to the E button where I don't have enough control. I'm chopping grass even though I'm trying to pick up an item. I'm mounting my ant even though I'm trying to bust a tooth. Nothing catastrophic but it keeps happening. Unfortunately, I don't have a suggested solution. I'll experiment with remapping the omni tool to another key.
  15. https://www.bbc.com/news/videos/crlzey2j406o What a completely different and positive meeting with Trump compared to the disaster in February, the EU and Zelensky should be very happy with the outcome which was expected considering the number of prominent EU leaders who attended Zelensky had clearly been prepped around how to engage with Trump and this included he was smartly dressed and he received a compliment from a right-wing journalist he thanked Trump and the US on several occasions he presented a personal letter to Trumps wife who cares about the reality of the thousands of kidnapped Ukrainian children. This went down very well with Trump, he likes this personal touch Zelensky avoided responding in too much detail around his expectations when asked certain questions Trump was also much more relaxed and complimentary to both Ukraine and the EU leaders who travelled to the US. He joked about several things But key takeaways which we have to wait and see how these things unfold the US would be involved in a peace keeping role in Ukraine in some form with the EU. This would be part of the peace negotiation agreements around security guarantees for Ukraine Trump wants to arrange a Putin and Zelensky direct meeting Trump believes Putin will make compromises The US is selling Ukraine an additional $90 billion in weapons I do think we are some distance off to this war ending but this was a very constructive engagement with both Russia and Ukraine and a good step in the right direction For me it highlights again the global influence and agency of the US, it really is the only country that can bring the likes of Russia and Ukraine with the EU to the negotiating table in a significant way
  16. I died 3 times yesterday and each time, my backpack was below the surface. Once I could see it 3 cm down. Another time I stood right over it and looking down, didn't get a distance. the 3rd time, it moved to the starting location by itself but still inaccessible. In none of these did I die on a strange surface where the location of the backpack should have been in question. In all 3 instances, I did a game restore and the backpacks moved to the starting location but were still inaccessible. I then quit and reloaded and *then* they were on the surface and accessible. I'm playing single player in a hosted multiplayer game. Not sure if that matters. Interestingly, I've never had troubles with my backpack when other players were in my game.
  17. My ant mount is too needy. Any time I need to "E" to do an activity (dig, pick up, break things), my ant must constantly put its nose in my way and force me to mount it. Its like a needy puppy, I can't get anything done. The ant really should try to keep a little distance so its not blocking me from doing other things.
  18. Yesterday while I was playing with my husband we were doing take out the O.R.C soldiers by the bbq, unfortunately the strangers speech started during battle and we didn't hear a word of it and we were to busy fighting to read the screen. It would be great if there was a transcript that could be read later or the strangers speech could be delayed until after fighting so we know what she said. We both feel like we missed some important clues
  19. I want to have a pouch for trinkets that is separate from regular inventory so that I can carry more of them around with me. I end up not using many of them as it’s not convenient to carry them around wasting my inventory space. It doesn’t have to hold all of them, but I would like at least five slots to hold spare trinkets. I actually wanted to go with small plushies being an option for the stuffed insects. While the big ones are neat, I also dislike how much space they take up. I basically want them all to be the size of the aphid. But I am fine with the skill tree idea where we use their corpses to traverse it… still kind of want the mini plushies as base decor but they don’t need to serve the same function as the skill tree.
  20. I also find the map lacking. Somehow I find it worse than Grounded 1 which was literally just outlines. They almost went and put too much effort into trying to make it pretty rather than useful. I understand that it is designed to look like a brochure map. Bravo, it does look like that, but I have fancy high-tech arm gear and I want to be able to have a far more useful map in it. Preferably one that can zoom in further and has a couple layers so that explored cave systems can be displayed. I did get through the entire first game many, many, times without being able to see the caves systems, but they have gone for a much bigger world this time around and it would be nice to know when I have found something that I haven’t already explored as it’s not mapped yet. I would not like the tunnels displaying ahead of exploration though. I want to find things on my own. I suppose I can just start building something outside of cave entrances to show that I’ve already gone through them so it’s not really really world ending.
  21. I’m gonna keep commenting and liking suggestions that involve paint or dyes because I really want them. I want something to do with all my surplus items I’ve collected and I really really enjoy building and would like to make more unique builds. But when it comes to ingredients, I want the developers to focus on items that players tend to gather way too much of during their gameplay and let those be something we can go to town with for paints/dyes.
  22. While I am used to the radial menu as I’m a controller user, I fully support getting a building menu similar to Grounded 1. It was just far more convenient to see what your current options were in that menu type.
  23. I wanna say this also had egg white in it
  24. Made an approximation of bibimbap. Grocery store near me sells shaved steak and I marinated that in some Bibigo BBQ sauce and also cooked down some shiitake mushrooms in a miso soy mix. Fried an egg over easy and served it all with some fresh veggies; shredded carrots, green onion, cilantro, and maybe something else I'm forgetting. Big dollop of gochujang on top and kimchi and sliced cucumber on the side. A lime may have also made an appearance.
  25. We can only hope. I love the combat in the game and want it to expand only very little. I really didn't realize that it had been that long since I started this thread. I figure it'll be around a week after the update if we're gonna get a new roadmap. Not positive just a bunch. It will be fun to look back on it. You have fun as well man. I think if they don't do the parry dual wielding function ill try a new magic only playthrough. I ain't great with the magic in combat but I need to give it a dedicated run instead of just throwing it in on less than optimized builds for it.
  26. This list has been tremendously helpful for me over time. Keep in mind the Bleeding keywords and the Keywords Everywhere keywords are from my own mods, not the original game: Cast Speed ----------- Fast (0) - e4c738a7-4d3f-407f-b035-cc76191fe26b Average (3) - eacb53e3-6eb5-422a-92ca-99cc883ae4a9 Slow (4.5) - 3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a Very Slow (6) - e2258426-92df-4a1d-b12c-927feb8328cd Recovery Time -------------- Instant - 039ef4b4-eeb3-42d3-9817-a8df05c53515 Very Fast (2) - cd5ad068-453b-41f9-8779-db38ff00dd20 Fast (3) - 9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534 Average (4) - 566840d9-1561-4243-8ca7-889df9869847 Slow (4.5) - 2065a64b-0d53-48b8-9cfd-600992c389fd Magma (7) - 25de92c5-7e24-4702-b42d-2250df3049bc Poison/Damage Over Time Interval Rates and Speeds Tick Rates ------------------------------------------------- per 3 seconds - 25acc41f-26a4-4ef7-9b7d-0f1bf0ddfe9f per 5 minutes - 5920c451-2a26-4a9a-bb52-4a1fbf27a4ad per 1 second - 03ac1cf3-40d3-44ee-a9ae-9f3ee81b22fb per 0.33 seconds - 47b8ed3c-8899-4ab8-aa01-e51a374ab3ba <----Only While moving!! per 6 seconds - b757a629-60fd-4de5-b56a-09a8b8927f20 per 12 seconds - cf4a693e-5ec4-437c-b9e0-9133d416d023 per 15 seconds - 4aa3df8a-4fbd-41e0-b6aa-1e40fbcf15e2 per 30 seconds - 9ad89927-55e1-4385-b5ad-a420beec5d7c Bleeding Keywords b1eed000-64f6-426b-b4c2-773621c8b949 b1eed111-64f6-426b-b4c2-773621c8b949 b1eed222-64f6-426b-b4c2-773621c8b949 b1eed333-64f6-426b-b4c2-773621c8b949 b1eed888-64f6-426b-b4c2-773621c8b949 (ability) Damage Types official name ---------------- Burn Shock Corrode Freeze Raw Crush,Pierce,Slash Keywords ---------------- Great Sword - 3a2f20c5-5d12-4f5f-bb0d-856cc7a55d86 Stilleto - 49c7559d-ff65-4187-bcde-5ebce3710098 Quarterstaff - 7f914929-7c42-4e6f-a004-14996afe63e6 Shredder_Spell (cipher) - 902ae78f-1151-4f14-9db6-a7a1c728a1eb cipher_spell - 04f1f10c-5b4c-42ce-8fc2-01ce366851ad cipher_willattack - 19a83987-8860-4301-842d-9518ef2ef079 deception - 6960b36f-9ed7-4f29-be5f-bbdca0f4b5ce mind - f5842f97-b963-40b5-adc2-d69330adcf96 echo - 1905d6d9-766d-4eba-aeba-b2efc96104a8 wound_ability_keyword - 6a6d39b2-7883-49eb-aa94-b0304dc05d89 keywords for the damage types but not actually damage types fire - f0dbb330-1b06-4175-8ce4-efe790b99213 electricity - 9c7d6f36-50ff-4b08-a528-74789abe0599 Frost - f8a513bb-3e92-4d10-b59f-abbdf71d8af4 Acid - 56895011-1aab-4413-827b-51a126c04555 water - 97b18bd3-b3e4-4777-a8bc-f0808022dd79 poison - b1533df4-9d22-468a-9671-1187714ba91c wind - d657e91c-fd75-4be1-aa57-5db1516d3ce4 elements - a7a06148-9a41-44fe-9cc8-31acef0e13aa Rejuvenation - 88f77e03-9180-4830-a2ac-18c8023fec35 evocation - 3f075d80-787a-493e-bbaa-6da3d6dc2d0f conjuration - ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7 illusions - 69d9e77c-1a78-4af0-b590-0ea1620ab60b enchanting - 6149f072-d79d-4429-8dbd-3f014e8f013c Transmutation (Transformation?) - ab88e534-596e-4f40-b54e-9dd8b2cab983 Cleansing - 4b098b3f-f5c3-46b7-a2aa-34dc07fa2c31 Condemnation - bf3b4557-b7ac-4e41-ba9a-db241b443a56 Inspiration - 3a1316f1-e932-4b0f-9891-7db7bd5825ec Protection - e726ab76-e91a-4d6e-9525-7eb148964b58 Punishment - 59769d5a-5886-4343-a208-3ff4b4a2c105 Restoration - d5e4e9b4-9565-4654-9e2e-2d68d8847c20 flanked - 8ca098ca-731e-481d-b958-a337064afd6c gaze abilities - 30171246-34fc-4066-b6da-6aa100db273d decay - 2f013adc-8e9d-480a-bc65-ba1c7b66dc6c disease - 115559b3-0105-496e-8b95-2795969f62d2 plant - 504782eb-f943-42a1-93dc-cbec74d42c66 ground - 0ccf0af6-8870-4798-ae79-30ac5318f42e beasts - 7905202d-358e-4ca7-ba17-acfed0718a02 invisible - fe80a668-dcb3-4cea-ae2e-70d47dc91348 deception - 6960b36f-9ed7-4f29-be5f-bbdca0f4b5ce mind - f5842f97-b963-40b5-adc2-d69330adcf96 concentration - 985dd0c0-7487-4f0d-a60a-28d071960a6b Alchemy_Passive_SE_PowerLevel_PoisonsSelf - 50c8cfad-cfeb-42b3-ae29-0e51f50b0126 Alchemy_Passive_SE_PowerLevel_Potions - 52bab8df-37f8-468c-97a6-aa622fdc1d9e Drug - 54954403-ad47-4867-9ec4-02fdb8040f73 (not in SE, only ability) Potion - b904d1af-cebd-423d-a764-cfe9a824ff38 (not in SE, only ability) 69bcfab4-b45d-43b5-abf4-7de4a520583c - Rubble_Pile_Invulnerable_SE_KeywordImmunity Alcohol_penalties - 63103c1e-dfe1-4ee8-8bd9-54e9b55a07fc alcohol_beneficial_effects - 1af594c4-9a2a-47d7-a5b2-f4887f580b14 bomb_keyword - 94e6077c-dbb7-44d7-8c30-ff4984bfeff7 Body_Inspiration - 66f96765-0ec1-4cf1-a49b-a8264df055b7 Mind_Inspiration - ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f Inspiration_Might - fc61b9aa-7b06-4e69-b85d-16965ff28143 Inspiration_Constitution - c34af1a5-f6d3-4365-a7a7-d08422ac0948 Inspiration_Dexterity - bbef3990-aeb1-49ba-b6b4-b86c9059c0c3 Inspiration_Perception - 29f54a26-bac6-4dee-8b12-a9270a956c71 Inspiration_Intellect - 10599782-9812-451d-8e24-693c06bb4062 Inspiration_Resolve - 6bc52c8a-13b4-4b21-b889-dd08c54aa879 Affliction_Might - c3e2ddf8-7df5-4a4d-9b09-6410ff36e80c Affliction_Constitution - 84282d6d-16e1-4446-8363-12f12d2ed1dd Affliction_Dexterity - 3863b3d1-5d16-46f6-b971-aaea803cd530 Affliction_Perception - 147667b0-6ef2-444e-b0e4-97622f3d8329 Affliction_Intellect - 8efaa258-a1ec-46d3-9690-86445078b67d Affliction_Resolve - 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65 Body_Affliction - 13d9f275-8a57-4f99-9ead-ef798ce7c53a mind affliction - 4cb9e779-269f-42e3-8855-feabb837d50c 'Keywords Everywhere' Mod Keywords ----------------- status_effect_keyword_enfeebled 93d0ed78-ef3a-4e01-97e0-bbd3610dd9c9 status_effect_keyword_paralyzed 682606a5-9d1a-47ba-9422-66173fbaadc3 status_effect_keyword_petrified b355ae14-8407-494c-b559-30e1176a2255 status_effect_keyword_stunned 07b738c8-faa6-4aaa-91f1-5874b3c15d6a status_effect_keyword_charmed 8668960f-c20a-458e-a6ee-7d72d7641a8f status_effect_keyword_dominated 74557bcc-81ed-42f6-975f-d8745c36cf4a status_effect_keyword_confused 524b2cfe-2e72-48bf-8dda-6d6767fb5b7a status_effect_keyword_blinded 67f5ed46-22a1-40d9-b2c5-71cb8165217d status_effect_keyword_frightened 25543574-736f-4ce7-a62e-1b599739f835 status_effect_keyword_terrified cb6304a6-a00f-4662-aab8-27b974423b7f status_effect_keyword_staggered c483f797-b12d-4104-8d13-c24a6ab04bd6 status_effect_keyword_dazed 6729e2fe-4a6c-4742-9082-0c1444cd3a34 status_effect_keyword_hobbled cc69f4c6-9e7e-4167-82dc-6749f398e351 status_effect_keyword_shaken 4e572861-b426-4469-936f-1496cb3db4df status_effect_keyword_distracted 843eff52-ff8a-493f-afb5-9a0d6daa7f79 status_effect_keyword_disoriented ceab5546-c77f-4f6c-b8b4-191dae058fb9 status_effect_keyword_immobilized 77134d89-42e6-47ee-8d44-b2f16c57e78f movespeed_slow_keyword 1ac51cc2-92c2-4675-9194-c39611630b3c (Status Effects only) movespeed_fast_keyword f5cbd28b-c881-4b16-8bef-d2066508303a (Status Effects only) jump_keyword b4ed06e4-f3f9-4386-a936-14cb70d49b73 (Attacks only) teleport_keyword eb264954-e9fc-4514-a7fb-57b29576e66c (Attacks only) comprehensive_ability_activated_weapon_attack_keyword caa001a1-76d2-425f-86bd-3442c117ab4d (abilities, attacks, next statuses via attacks) fighter_ability_activated_weapon_attack_keyword ffc26cd5-d908-4b70-a6b7-893501099eb7 (abilities, attacks, next statuses via attacks) Other Keywords from Mods ------------------ potion_non_healing_keyword 8a639392-391c-4a56-81c2-b299065a17d3 potions augmented mod zealous_auras_keyword a298e8ec-edc3-41f5-b7e1-c38348aaa651 paladin augmented mod monk_attack_combo 29b2fba5-312c-4d6c-99f9-5f5f5519aed3 monk augmented mod AfflictionTypeID ----------------- Not Keywords Categories of afflictions Might - fda623d6-29a2-4e02-be6a-25c332ff194f Constitution - 5d1b11b3-9435-4de1-a9dd-f23d85bbe09e Dexterity - 912396df-94ce-454f-806e-ad15969a02b1 Intellect - 42a17f02-5ade-4826-a41a-09a6042598f8 Perception - 5d192433-3732-42fb-8bd2-9043dbf5c4e9 Resolve - a50f1a60-cf8d-413f-8b11-b973c0e78d6e Flanked - 4a0073d5-9fe8-4b01-89f1-a16caeff7925 Injury? - 86a25ab7-5687-4205-8866-65767ad567c2 Not Sure if These Are In StatusEffects -------------------------------------- Keyword_Unarmed - 1ff3caa3-e731-4c31-96b4-e03c300e3f3c ?Keyword_Weapon_Proficiency - bb68a03d-507e-4799-9a4e-abe7377d1e56 Quick_Item_Antivenom - 6f6be47b-8fb4-46ba-bdc1-386b181093a3 Quick_Item_Poison - 073e9d07-1ae8-4e2b-bac6-0cf820c83e75 Scroll - d19105b8-4e0e-42cc-b915-43caad7ee7f5 (There is a different keyword for scrolls also!) Non_Affliction_Stun_Effect_Keyword - f15d7576-7296-43fe-a440-49d26f8acbf5 SkillValueID/SkillDataID --------------- stealth - 8cc41e27-e62f-4e75-9f7d-ae47986895d2 arcana - e5f33551-ec5c-4cc8-b5f2-1eb03d210374 explosives - e67f20e3-5bf9-4d87-9bda-211405107362 athletics - fefc4d3d-250d-4c32-85e0-62a851240e62 intimidate - 3ad9194b-4f41-480e-aa75-1c82df43be84 metaphysics - 98051b85-d7e5-4746-a66c-260e2fcd2d4b religion - 98cc5a0d-1387-42e3-9202-417bc42b53ad survival - 9c7962b8-bf69-4670-ba67-acc86a09fca8 bluff - 6fa62ec8-6695-4a1d-8553-7486b0ac20c4 diplomacy - c7e22ee0-bdd6-4ca8-99f0-a46f3dd66606 history - c6b6f87a-0381-4219-93eb-77ae2b64f0af insight - f5d2c2bf-1ffd-4741-b6d8-31ae01985d4b streetwise - eb8da173-4a3e-4910-94e8-dd0c1436ca40 slight of hand - 3b073ebf-0a4a-48a3-947d-ad38bef10b36 mechanics - 3affbb70-86bd-41f3-82c6-325326d40796 alchemy - 1b26af87-fd19-4dc6-9380-4f5cec7aefd5 ClassValueID ---------------- fighter - 6e6750b6-61d7-4b61-9713-55957e0f0591 ranger - 1718929c-1faf-4292-b82c-7e2a7c20b3ab rogue - 8efd7667-8bc9-4020-b7f6-5a91b9d04e48 barbarian - 825817d4-1fb0-4e5c-bf84-473743ad98de Monk - f0036bfb-53d5-4d0c-b11a-b780d788a108 druid - 568f1c26-1398-4e67-8b81-0f6a60e6cdde wizard - acfd1303-4699-4939-91eb-6ac46d4af0bd priest - f7cb46af-a719-41c0-9a53-107eefdbce2b paladin - f64b5a21-2dd1-41ae-8562-60ce099b25aa cipher - ccdc9675-e2a7-46fa-83e9-7a5368b56265 chanter - b4a0f1d1-b8f7-47e7-b899-99e478004a37 Race -------------- Beast Primordial Spirit Vessel Wilder Ability Keywords ------------------- Frenzy_Keyword - 5b7bdbcd-2613-482d-82b5-25718eec2184 Marked_Prey_Keyword - 10475b40-06d5-441f-954a-6aafb070814d scroll - de36c86e-d606-4fd0-97f3-43acd39ded24 season_autumn - d442f190-1cf1-4582-854e-06004ebcb401 Season_Spring - 115b45a1-eef1-4e96-9a9a-587bdedc1d50 season_summer - 6604dd7e-5379-4cef-87a5-d1f91a507ff6 season_winter - f8463e47-7fa6-4738-8ec3-a3b40819341d spiritshift - f58f91d7-58af-4dee-855f-6fa8ae8579b7 spiritshifted - a457d3b9-b5c7-4c2c-817b-65c2835b19cf Summon_Creature_Keyword - e4164ba1-116f-4e51-a678-507c0d4e3f5a Sworn_Enemy_Keyword - 6ab7d7ae-7dea-4d7c-93eb-5844abceb7fe tanglefoot - ce59b760-fc27-425b-b6f9-65f43611ded0 Noise Level ------------- ExtremelyLoud - 6bfdad12-a1d0-42cc-b797-c9d2dac2af05 Loud - 82bc1ce9-3a81-41ca-a61a-cc1f73a53de7 Quiet - 15743f94-1026-40b0-8e13-a667b3f66f63 Silent - cfd4a8e0-3941-40cb-b05d-604ec49279d5 Item Mods ------------ Legendary Armor - f23d7b9f-563a-4a5a-b7c4-d572e2386ddf Legendary Weapon - 8b93c088-542b-46a8-a5a3-df0e74854157 Superb Weapon - 4aa940c7-6a95-4be7-ad33-651afb6d5dde Exceptional Weapon - b420d957-6932-4b02-8e02-1393b07f390d Fine Weapon - 7d7b81f7-7322-441f-a366-5d15d30379f5 AfflictionIDs ---------------- <<Body Afflictions>> Staggered - 63816b93-ffde-4ecc-9d02-4ed3821ae250 Dazed - 67277fcc-222e-4e5a-895e-a7fba406f215 Stunned - f9d7ee58-565d-471c-8743-49a73a5f22a9 Non_Affliction_Stun_Effect_Keyword - f15d7576-7296-43fe-a440-49d26f8acbf5 (stasis shell) Constitution Sickened - 6afb2f77-9f6f-47df-a5f4-833620ce0495 Weakened - 4a5db01f-8aa3-4b2d-92e6-946d616af3da Enfeebled - 447a11f1-528f-4ee7-b9dd-7558559338a4 Dexterity Hobbled - ca56695c-f3ec-4df3-8f1a-129514fbd5a0 Immobilized - 4733a65b-3598-45f5-9e28-b033d7c2eb36 Paralyzed - 61b4d85c-ab23-4071-8393-c8e9eddb507a Petrified (not in Dexterity AfflictionIDs list, but linked) - 18d62e11-5b22-40ff-9643-cdae28a0192a <<Mind Afflictions>> Intellect Aff_Confused - 584932e2-a825-4914-9d0d-fce3be5afa5a Aff_Charmed - 3a38c219-245e-4e60-bf1e-94bb101effe0 AFF_Dominated - 8c749c92-28e5-4160-9cce-4ae1b574b845 Perception Distracted - 336dd1d9-3367-4ef7-be0f-f1de3a0904f1 Disoriented - 35166ee4-7fb0-4c17-90fe-02384e51ed23 Blinded - f2f2315f-2d46-45b9-ad37-948e74724f43 Resolve Frightened - e81eac83-1b1b-4081-bee3-5609667b6690 Shaken - 9b9c4ee2-bf70-49a0-812c-c1ed6a1dbf22 Terrified - 6aa2ba0a-b879-4cf3-9b5c-0f919bcd213d Affliction Keywords -------------------- Body_Affliction - 13d9f275-8a57-4f99-9ead-ef798ce7c53a Mind_Affliction - 4cb9e779-269f-42e3-8855-feabb837d50c Affliction_Dexterity Keyword - 3863b3d1-5d16-46f6-b971-aaea803cd530 Affliction_Constitution Keyword - 84282d6d-16e1-4446-8363-12f12d2ed1dd Affliction_Intellect Keyword - 8efaa258-a1ec-46d3-9690-86445078b67d Affliction_Might Keyword - c3e2ddf8-7df5-4a4d-9b09-6410ff36e80c Affliction_Perception Keyword - 147667b0-6ef2-444e-b0e4-97622f3d8329 Affliction_Resolve Keyword - 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65 WeaponTypeIDs - Not Keywords --------------- Bows Arbalest - 2e9ee8be-aa84-47ba-8590-c9652cf9cb42 Crossbow - 3a67f4c2-3bfd-4665-ae85-3d654b333e91 HuntingBow - 7e80095e-047a-40c3-b85a-ca4fffdf7a4d WarBow - ca1e480d-aa0c-4433-86e9-80094e238766 Firearms Arquebus - 7269d072-f54a-4609-a2cf-585d7b2421ec Blunderbuss - 8076be03-6667-496d-b162-4b758a1fae58 Pistol - fd08a210-659c-44fa-821b-bd454e117ee8 Class Base Progression Tables Skill Tree IDs ------------------------------------------- cipher - 12ba861c-8f31-45af-869f-e02a9a677484 fighter - dcc7b7db-c31b-4075-869c-bd660bfe4ee2 ranger - d574de6c-f4cb-4948-9a71-fb372700e6a5 barbarian - 67621a56-397e-4fae-8e04-59890b25c7fc rogue - 958174ed-bef9-4d9b-9bc0-25bef1864623 monk - dc561d91-7bc9-4314-acff-837511566964 druid - 879d3662-bdf7-4585-99e4-0af2df117c50 priest - a52e8b61-9343-4716-8a55-3168be143cc4 wizard - 8b5635bf-28b1-4836-9712-66c99553ccf2 paladin - 7af80bf4-f8fc-48ff-b02e-884b2e7b12f9 Race IDs per characters.gamedatabundle ------------------------------------------- wilder - 834dbc64-f9d9-4f6c-a905-521715a4fbb9 Vessel - b5eecdb5-7a1e-41f8-844c-91238fe76444 Spirit - e1f03010-342b-4242-93a4-c92d6747c162 Primordial - f5a6d1c1-62bf-4dbf-bd63-67d053f843a0 Orlan - 25308722-9480-477a-94cf-d40b6fd0886e None - 35543a56-0f77-49d5-a32d-82f5d25dc0e6 Human - 74e606b7-022a-40af-858d-83dd90a98e62 Godlike - b85d4148-b922-43a2-831c-f189c0b3569d Elf - c3520c0a-dff9-45b1-9ee0-d905c933b62b Dwarf - 1f60b08e-1966-4bb6-8cdb-757294dcc18a Beast - 9ddbdd0b-3611-45c2-873e-bf0d9591f481 Amua - 5ea84750-17c7-419b-8beb-c121c5d68c55 Subrace IDs per characters.gamedatabundle ------------------------------------------- Xaurip - 4a285a85-875b-4717-bf5c-f5738fb9e099 Material Replacement IDs ------------------------ Temporal Freeze - 0bb22ee4-92f6-4def-8744-8c7988478d79 Stone/Petrified - bd7c71f8-0279-4c81-ba1b-1df90a18085a Iron - 94ba3150-fe9d-4eaf-9554-6d4f656d1598 Stealth/Invisible - 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd Ice - d41a2e34-ae3b-4208-b40c-f42abe5c3b02 Gold - 9f81ee2f-4ba1-4856-a919-418d5e7a38bd Ghost - f0e55a4c-b18a-4d1d-9d52-78ca0de0831c Fire - bb757746-d14e-4eeb-adaf-02619fa32b63 Eothas - abef037b-f99c-40e9-8886-1999e55c863a Darkness2 - fcecd4af-c555-4ce6-80f2-2ad91b893a53 Darkness - 57b75701-4f28-4fc0-aaa7-82b05c6d69c2 Dark (ghost dark?) - 8df4545f-b848-488f-8823-87257b636297 Celestial - 170b7175-9e12-43d4-b451-acf28044925d Berath - bb525f8c-43f5-4f9c-aa59-22083bbe7cca Avatar - 99cb76db-2eb4-4856-b7dd-df8a9a002cd1 Ash - acaa7800-726f-4995-b743-bbb849276c39 Arkemyr's - 857e7a56-7ae6-4d07-9792-9bf3c1bb401b Tentacle (ghostly) - 18cde2f2-cb2d-4acc-b080-8d95d881a6dc Wael - 67ce2eba-4e05-48ed-b1fe-75d878a53dea Watcher - f304c7a0-933f-41d7-8b69-7337906b99ec Water - c72ab39d-4e67-4c5c-83b8-550f61db098f Water Tentacle - MaterialReplacementWater_Tentacle Wood - c03250ad-d49b-414b-8095-2be87a806ba9 Subclass GUID ------------------------- Berserker - af9a1ea8-c0d3-4724-95ca-0cf1564d36da Tactician - 42220e71-66c3-46bf-8b6f-44a3e84f29a2 (old mod version, removed) ----------------------------- Bleeding Afflictions - - - - - - - - Bleeding Affliction TypeID - b133d123-1b17-4a3e-9793-ad0963b3f216 Bleeding Light - b133d111-e0fe-426f-aecd-a823842cecea Bleeding Medium - b133d222-e0fe-426f-aecd-a823842cecea Bleeding Heavy - b133d333-e0fe-426f-aecd-a823842cecea EventValue -------------- OnLaunchesAttack "EventValue": "None", "EventValue": "OnActivateAttack", "EventValue": "OnAllyKO", "EventValue": "OnApply", "EventValue": "OnAttacked", "EventValue": "OnBeforeAttackRollCalculated", "EventValue": "OnClear", "EventValue": "OnCriticallyHit", "EventValue": "OnDamaged", "EventValue": "OnDealsDamage", "EventValue": "OnEngagedByOther", "EventValue": "OnEngageOther", "EventValue": "OnEngageOtherBroken", "EventValue": "OnHealthPercentBelow", "EventValue": "OnHitOrCriticallyHit", "EventValue": "OnHostileEffectExpired", "EventValue": "OnInterval", "EventValue": "OnLaunchesAttack", "EventValue": "OnMissed", "EventValue": "OnPostAttackRollCalculated", "EventValue": "OnPrimaryAttackHit", "EventValue": "OnRest", "EventValue": "OnScoringCriticalHit", "EventValue": "OnScoringGrazeHitOrCriticalHit", "EventValue": "OnScoringHitOrCriticalHit", "EventValue": "OnScoringKill", "EventValue": "OnSecondaryAttackHit", "EventValue": "OnUnconscious", "EventValue": "OnWeaponChange", "EventValue": "OnWoundAdded", "EventValue": "StartsAttackingSameTargetAsAlly",
  1. Load more activity
×
×
  • Create New...