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Showing content with the highest reputation on 08/11/19 in all areas
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Not much gaming, but I got gift voucher from my girlfriend and other friends on my 40th birthday months ago, and I got finally free weekend to attend the event I felt crazy adrenaline rush and etremely enjoyed it so I feel to share it to you as well Driving in Ariel Atom and Formula Ford in real life for few simple laps A lot of hours in various sims helped me a lot with what to expect from the cars. But I was still surprised, how "glued" to the track were both vehicles in the corners due to aerodynamics7 points
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Here's a very rough guide on how to add a new voice to Pillars of Eternity 2, without replacing an existing one. From the code side of things it's not too complicated, you'll just need 2 blocks of code. The main complication lies in creating the audio files and naming them correctly so that the game will know what to do with them. Go to the PillarsOfEternityII_Data directory, you can find this by default: Steam: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\ GOG: C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\ Inside the override folder (if this doesn't exist, create it) create a new folder, give it the name of your mod (E.g. Something like “Custom Voice”, “Zealous Voice”, something along those lines but it's really up to you). Inside this folder right-click and create a new notepad file. Give it the name of your mod and put .gamedatabundle (no .txt) at the end. Open it with Notepad (or your choice of code editor) and paste the following template: { "GameDataObjects": [{ "$type": "Game.GameData.SpeakerGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_1", "ID": "GUID_1", "Components": [{ "$type": "Game.GameData.SpeakerComponent, Assembly-CSharp", "Gender": "GENDER", "ChatterFile": "936c726d-d219-4771-80bb-83dd61c16cce", "ExternalChatterVOID": "00000000-0000-0000-0000-000000000000", "ChatterPrefix": "FILE_PREFIX", "WwiseChatterEventOverride": "", "WwiseChatterVoiceOverride": "" } ] }, { "$type": "Game.GameData.PlayerVoiceGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_2", "ID": "GUID_2", "Components": [{ "$type": "Game.GameData.PlayerVoiceComponent, Assembly-CSharp", "DisplayName": 465, "SpeakerReferenceID": "GUID_1", "Conditionals": { "Operator": 0, "Components": [] } } ] } ] } Change the following: DEBUG_NAME_1: change to something distinctive to your mod. This way if something isn't working, you can easily search for errors in the output.log. e.g. “DebugName”: “SPK_Player_Custom_F” GUID_1: Generate a GUID and paste it over GUID_1 (inside the quotes). e.g. "ID" : GENDER: Put Male or Female inside the quotes depending on which gender you want the voice to be available for. e.g. “Gender”: “Female” FILE_PREFIX: Change to something short, something easy to retype and remember. You will use this later as the name of the folder for your audio and as a prefix on all your audiofiles. Don't use spaces in the name. Use_underscores_ instead_to_separate_words. e.g. “ChatterPrefix”: “player_custom_f” DEBUG_NAME_2: same idea as DEBUG_NAME_1 but make sure they aren’t exactly the same. e.g. “DebugName”: “Voice_Custom_Female” GUID_2: Generate another different GUID and paste it over GUID_2 (inside the quotes). e.g. For “SpeakerReferenceID” paste the first GUID you generated over GUID_1 again. e.g. "SpeakerReferenceID": Finally: Make sure everything you've replaced still has quotes around it. Make sure there are no spaces inside of the “quotes”. Save your file. Your finished code should look something like this: Setting up your Audio files: Now go to: PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\ and create a new folder there naming it the same as what you have put in place of FILE_PREFIX. This is where all your audio files will go once they are converted to .wem and have the correct names. The naming of audio files goes like this: ch_FILE_PREFIX_USE_NODE.wem E.g. ch_player_custom_f_confirm_0025.wem , ch_player_custom_f_battlecry_0028.wem There are 121 audio files that'll make up this voice. I've attached a .txt file that contains all the file names. For your convenience use Find & Replace (crtl+h) to change all the lines with FILE_PREFIX to that of your ChatterPrefix. I would strongly suggest that you create a work files type folder for your project outside of the game's directory. And that you build your voice in stages, so as to avoid burning yourself out. The voice should still work if there are less than 121 files, but there will be silence for actions where there is no corresponding audio file or if there is additional line. E.g. if there is only one audio clip for when you clicking on the character there will be gaps in-between the character repeating that line. You can test the voice at any time by going into character creation, creating an adventurer at an Inn, or by opening the customization menu on an existing character. When loading it is worth clicking on your character a few times till they say something before going into the customization menu as voices don't always immediately load. Finishing touches: Create a mod manifest as described by BMac. The versions that support this mod should be: "Min" : "1.2.0.0017", "Max" : "5.0.0.0040" Currently your voice slot has the name “Test” when you look at it in game. Adding a piece of custom text to serve as your voice's name is a little finicky as it requires adding an entry to the gui.stringtable file. You can find some information on to do this in a few places. Once you have done this open up the .gamedatabundle file you made and replace 465 with the numbers that point to your text entry. Custom Voice Lines.txt4 points
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I really liked it too, though I found the family drama with the hot Russian trying to drive a wedge between the husband and wife a bit much. It did end on a high note so I will tune in for the second season.2 points
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Gone over to the Darkside completely. I decided to pick up PoE for the PS4 and am currently playing it. I still suck at the whole magical system thing, opting always for "obvious" offensive spells like shooting fireballs or magic missiles over other more complex spells, so I'm probably missing out on more powerful stuff. I keep making a Cipher, but with my play style I probably should have just made a powerful melee character instead.2 points
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A blonde girl called her boyfriend "I'm working on a really hard jigsaw puzzle. I can't figure it out. Can you come help me?" The boyfriend replied "OK. What is the picture on the box?" The blonde replied "It's supposed to be a tiger." When the boyfriend arrived he looked at the pieces scattered all over the table. Then he turned to the girl and said "Tell you what sweetie. Why don't you go watch TV let me put all these frosted flakes back in the box"2 points
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The worst thing with the Trump misfire is that all he had to do was read off the teleprompter and not screw up. I fail to see how he'd mix up Toledo with Dayton and if it was really on the teleprompter, he needs to fire the writer. On Biden, there's also the one where he messed up saying 'poor kids are just as smart as white' kids while immediately self correcting (Trump would just double down saying 'I MEANT WHAT I SAID!') as 'wealthy'. The gaffes are starting to become more cringeworthy in the context of the Presidential contest... and I keep trying to convince myself that it can't be any worse than Trump. At least Biden is willing to admit his mistakes where Trump isn't.1 point
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I haven't tested this specific interaction, but since most (all?) status effects tick immediately upon receipt of the effect, this should already work this way. So the aforementioned change would not really alter this interaction. Blood Sacrifice randomly selects to restore a tier 1-3, 1-6, or 1-9 spell each time you use it. If all you have used is a level 6 spell (SoT), then this form of Brilliant would have a 2/3 chance to restore it. Edit: giving Brilliant a chance to restore a completely random spell level is a good idea, but I'm not sure how feasible it is. The AddResource StatusEffectType that all of these spells use restores a missing resource up to a certain level. Blood Sacrifice circumvents this a bit by having three different status effects, but it still isn't 1-3/4-6/7-9, it's 1-3/1-6/1-9. If you made 9 brackets, SoT would still be restored four out of nine times. So another implementation would need to be found.1 point
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All kidding aside, a guy like him committing suicide would not normally raise any ire in this country. Most folks would be happy he saved us the expense of a trial and forty years of upkeep in a UFP. But in his case each of the two main rat tribes are upset because each was hoping he would burn some of the rats from the other tribe. In truth there likely was a good chance some rats from each tribe were going to get burned. But now... probably not. No trial means no testimony so... The suicide story is likely true. But the conspiracy theories does have the rats in the sewer all roiled up. At least for show anyway. Something to talk about while we await the financial apocalypse that is steadily approaching.1 point
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Fighting this boss without cheese is a pretty sure-fire way to get killed. One hit takes off around 40% of my health as her attacks ignore armor entirely... This also means that having a thrall fight her is a really bad idea as she'd just rip through them. Nothing that can't be fixed with a little bit of stun-locking though (and running around like a headless chicken to heal up/refill stamina ;)) And this is how most of the dungeon actually went: get boss to engage my thrall, stand back and shoot healing arrows (or Snake arrows if not dealing with undead), the Arena Champion is the only boss I actually fought myself... Exit Warmaker And got me a new sweet set of armour for a Thrall (over 1000 armour on this one ...) Not sure but they might have overdone it on the items in this dungeon, aside from the recipes for the armour (which is really expensive, but hell, it's probably the best heavy armour in the game) I also got "The Worldbreaker" (what's in a name...) a warhammer that ignores all armour. It made my thrall just rip through these bosses like no-one's business since most of them have relatively low HP but massive amounts of armour...1 point
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Multiclass characters always have more resources in total but less per class. SC chars have a higher max pool and of course higher Power Level (= more bang for the buck). I wouldn't do anything.1 point
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I think brilliant triggering effect simillar to blood sacrifice 1/6sec is the best and the simplest way for casters. You can use it with sot few times if you are lucky, but not abuse it forever. One time fixed resources gain can be overpowered with tactican/caster. Flank enemies, then let them flank you, then spam weapon switch for kapana taga/something, to get brilliant->flanked->brilliant->flanked chain. I'm not sure if ascended cipher with time parasite can reaply brilliant to refresh resources gain if target is inspired, but that would be bad thing.1 point
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Maybe I'm misunderstanding you, but Brilliant restores exactly one spell each tick to a (single-class) caster, of a random spell level. So if all nine of your spell tiers are depleted, it will still only restore one spell, not nine of them. The problem lies in that this can be controlled by only casting a single spell, so if you only cast Salvation of Time (and Barring Death's Door, which is conveniently in the same tier) or Missile Salvo, you always get that spell slot back. I think it's actually a pretty cool mechanic that you can control what Brilliant restores if you plan ahead a bit, but it's definitely abusable with some abilities. I still think that Barring Death's Door is at least as problematic; it's an effect that makes you immune to death, which has its duration affected by Intelligence and which can be extended by more effects than just Salvation of Time (notably Wall of Draining). I think at the very least effects that can destroy targets with less than 25% health should counter it, e.g. Death Ring, though I'm not certain the AI would take advantage of them in its current state. Abilities that break the game's fundamental conceit, health loss results in death, should be incredibly limited or have more counters than just Arcane Dampener/Arcane Cleanse. Just imagine the frustration if an enemy encounter in the game used these shenanigans on the player; suddenly it's impossible to win unless you interrupt the Cipher's first Brilliant cast, stunlock the Priest (quickly) or have a Wizard to dampen or repeatedly cleanse the buffs. Back to the topic at hand, I'm biased but I think halving the tick rate of Brilliant merely ameliorates the issue rather than solving it, and hurts people that don't abuse it in the process. Now, instead of just needing one Priest to secure immortality, you need two! To be fair they'd both need Brilliant, but if you give the Cipher immortality while acquiring it (or the Priest with Shroud of the Phantasm), everything works out. It certainly helps make it more difficult, though. Another solution that would work for both Brilliant and Barring Death's Door is to give them a cap on their maximum length. I think this can be done using status effect triggers, e.g. "TriggerOnEvent": "OnInterval", "MaxTriggerCount": "5", "RemoveEffectAtMax": "true". Would probably have to give Barring Death's Door a child status effect that ticks for this to work though, or maybe just use the dreaded "ApplyOverTime" ApplicationType. I would also like to hear more opinions on this. Thankfully, we can each opt-out of certain modifications we particularly don't like, but there is some value in consensus.1 point
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Lowering hitpoints for MBs is a good idea because Megabosses have insane health pools, but Dorudugan (who seems to be an outlier even with MBs) already has some absurd defenses combined with interrupt immunity, mind affliction immunity, Hellfire Iron, and high AR. The other megabosses can be major pains but with the others it felt like I could deal with them without having to use resource regeneration while with Dorudugan you could either exploit resonant touch or apply brilliant to your party members. How would this affect a non-caster/caster multiclass?1 point
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End Game is hardly garbage. Though Infinity War was much better. It's not a deep masterpieces, Just solid fun imo. The narrative capital of a decade makes it better than most films. I think that is a large reason they sell so well too. Avatar was mostly just James Cameron's name and fancy new production techniques (CGI + 3D) that earned all the money. I feel the sequels won't be as commanding. I remember the escapism aspect was cited as a reason for people going back to the theatre. Wanting to be blue luminescent semi-nude cat elves that commune with nature while sharing an organic VR dreamscape with some sort of gaia incarnate really seemed to appeal to the modern displaced dysphoric godless urbanites. It even had an in-universe way to realize an escape into such an existence. However, I'm ot sure that dream will sell for another 4 movies though. I just want to see how Cameron does when returning for all those alleged under-water sequences that he has apparently concocted for Avatar 2 & 3.1 point
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I enjoyed it, I watched to the end and there is definitely something about it that kept me captivated Its not just the alien conspiracy but the other characters themes that are interwoven into the general story. Like the hot Russian blond and what she is up to1 point
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I have finished my second playthrough of Tales of Symponia on PS3. First time, I've played it in 2014 . I had not enough Grade to get bonus XP nor to transfer my earned Gald for New Game+, so I had to play it the classic way. With little bit of grinding for equipment and consumables for boss fights . I was able to finish every single sidequest and minigame, with the exception of Zelos' Gigolo title (because I've picked Kratos at the end of the game), which was a mistake during my planning phase for this playthrough. I've tried to achieve as much Titles as possible, with Kratos getting all of them, so the Platinum Trophy road is now at 54%. Game is still solid gold, with very good storyline, but it has not as enjoyable combat for me. Other Tales of... titles are much better in this regard. I should have now enough Grade to get transfered everything I've need for NG++.1 point
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The architecture of Orr. Not for the faint hearted (it's a long way down). Yes, I'm "cheating", using a flying mount to get up there. Surreal skies over the land of the undead.1 point
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Getting very, very close now... And yes, I did use the Wiki for this one, still took me quite a while, not because I missed so many places (I didn't, unfortunately I also didn't count them but it was well under 20, which isn't bad on a total of 237) but well, finding which markers you missed on such a large map was slow (didn't help that since the last major Windows update the game has started randomly freezing on alt-tabbing...) The ending... So that leaves the new dungeon and Avatar summoning. Since I know the altar gets destroyed in the ritual I'll just build a new one (ooooh, smells like a building project!) and sacrifice some more of those fools that dare stand against my mightthe will of Set. (oh yes, there's still that one achievement, ignoring the multiplayer-only one, to get up really really high, figure that means either building a humongous tower or climbing the volcano)1 point
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Wasn't a huge fan of the ending either. I felt like it ultimately didn't even matter if my character was there at all, seeing as how the same result comes of it regardless. For all the gods discussion on "kill Eothas!" and "He will only listen to you!", neither option really becomes available other than "what consolation will Eothas offer before he busts things up?". I can appreciate the emphasis on him being (literally) too big to stop, but it does mean that the players place in this story is ultimately meaningless. Heck, for that matter, the other factions place in the main story is pretty pointless. They spent most of the plot refusing to believe there's a giant stomping on their stuff, and when reality finally sinks in, they act like its a tactical advantage in a far lesser war. Ultimately, I was left confused as to what Berath was even expecting of me through the adventure. Being a god(ess) of DEATH, I thought she'd already be aware of what was going on down bellow, so she didn't need me to actually WATCH him. She said she wanted me to talk him out of stuff, but it becomes obvious early on that that won't likely bear fruit. She cannot possibly expect me to fight him, and if so, doesn't really help me with that. The other gods seem to regard me as an uninvited guest in their debate club meetings... The story also seems at odds with the big theme of POE 1; whether mortals messing with the soul in the name of science is good or bad. This was a VERY good, thought provoking argument that formed the basis of POE 1's stories, not just the main campaign. The idea that it could help, but that we were playing with fire that did more than just burn the flesh, that we were being extremely arrogant and trying to master a power that could go as wrong as it could well. We saw examples on both sides of the argument that showed the good and the terribly, terribly bad. ...then comes Eothas in POE 2, making the conclusion for us and saying "yup, Animancy is the way, go forth!", regardless of what anyone thought. The fact that that end was forced on us after an entire game encouraging us to think about it was a bit of a downer. Maybe the expansions will add to the ending. I do hope so. POE 2 was an otherwise excellent ride, and one of the few (quasi) open worlds that I really enjoyed enough to come back to for seconds and thirds. I would, however, be lying if I said the main plot was anywhere near as engaging as POE 1, or even Icewind Dale 1 and 2....1 point
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