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Showing content with the highest reputation on 09/20/24 in all areas

  1. Ah, so he was on RPGCodex? Maybe Volourn knows him.
    3 points
  2. One handed style also works with Grave calling's chilling grave chillfogs(omg too many chills in one sentence).
    3 points
  3. just to add, bc of this issue alone i have a special convenient keybind to disable AI. that way i can quickly disable AI, drink potion, and then as soon as i hear the potion consume noise, re-enable AI
    2 points
  4. this is unfortunately one of the major bugs that got introduced and left behind with the final update of deadfire. https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/bugs-and-oddities basically if you have AI behavior enabled for a character other than "passive", if their AI script would want to make them do something, even if it's just to auto-attack, they will actually cancel potion consumption right at the moment they drink their potion and perform that action. possible workarounds: if you're on turn-based mode it won't be a problem. edit: if obsidian ever comes around and does a surprise patch for Deadfire (like they did with PoE1) i hope we as the community can come together to demand that they fix this particular bug. IMO it's the biggest gameplay bug still in the game. edit 2: poisons, grenades, scrolls, summoning items, etc all work just fine. it's just potions and drugs that are bugged with this.
    2 points
  5. Thank you, too. PS: Next in line: making a build with the name "the Redacted".
    2 points
  6. Fixed now! I forgot to write back after i patched this, sorry 2024-09-20 Fixed CTD when saving modified Global Conditionals Updates to User Script API 2024-09-15 Fixed regression causing some GameData pages not to be displayed. 2024-09-14 User Scripts can now be edited through an external editor and synced to Apotheosis. Extended User Script API. Users can now append new String Table entries directly from String Table tabs. Modded .stringtable files are now properly written indented again.
    1 point
  7. One of these days I'm going to have to try reverting my game back to an earlier version and look into this. Cause I keep forgetting about this bug, and it annoys the hell out of me that it always strikes at the very worst times!
    1 point
  8. I have stopped replying to the french lady since she started sending me sexy photos. I don't feel comfortable with a virtual stranger sending me photos lying in bed. Went to the dentist the day before yesterday and he checked that the cap fits. It does. Now it is getting painted.* We got delayed a bit. The dentist flooded last weekend. This I did not smile with. Him I like. *I offered to paint it myself. Some Contrast paint and a quick drybrush should do it.
    1 point
  9. arcane reflection spells can only reflect directly targeted spells. unlike the earlier minoletta's spells, missile salvo targets an area, so it won't do much to protect you unfortunately. it's unfortunately a pretty big weakness and why it's not too great for you the player (wizards tend not to be in a position where they get directly targeted by enemy casters), but to be fair it would be 1000000% more annoying when an enemy uses it if it also protected them from aoe or indirect spells.
    1 point
  10. Hi all, This is the first time I've attempted to do this, partly inspired by not seeing the exact manifestation of what I was after "in the wild" yet, and having downloaded a few broken mods today. (One completely crashes the system, and the other doesn't do what it's meant to). So, I thought I'd have a go at it myself. Always wanted to do this. (Fwiw, I'm reasonably proficient at python and BASIC). I've borrowed some code from both this forum, and two of the mods I downloaded earlier, to get the exact IDs for the two figurines my party happens to have in their possession right now. Right now, I've got this. I've tried a few iterations including the obvious changing UsageType to "perencounter" and UsageValue to 1, but I'm always stuck with the "1 use per rest" field at the top, and even though the code is as below, there are completely different values for the "per encounter" part. { "GameDataObjects": [{ "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Figurine_Ivory_Wurm_Ability", "ID": "d98a8643-5ebb-4da4-91bb-5cbe7d3090b1", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "UsageType": "None", "UsageValue": 0 }] }, { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Figurine_Obsidian_Lamp_Ability", "ID": "b26b209e-f7e3-4b88-a9e1-af13f7328d8d", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "UsageType": "None", "UsageValue": 0 }] } ] } I'm pleased to say that it loads into the game perfectly, but I'm still stuck with the "1 use per rest part", and as you can see below, there are completely different values for the "per encounter" part. I've been trying everything in these threads and copying code from these mods, but I can't get it to work. I'm missing something. What I'm after is a simple 1 use per encounter for the summoning figurines. As much as anything as a proof of concept. For some reason, the "per encounter abilities" part of this mod here works fine, but the "per encounter items" counterpart, also included, crashes my system. https://www.nexusmods.com/pillarsofeternity2/mods/93?tab=description As an example from it, this is an attempt to make a single reusable stack of five potions which refreshes after each encounter. That reads like sense to me, but for some reason it crashes my computer. { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "L1_Potion_of_minor_healing", "ID": "a2ed8ea3-34a3-4e8f-8ac0-652a9ffd3ccb", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "MaxStackSize": 1 }, { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "UsageType": "PerEncounter", "UsageCount": 5 } ] } https://www.nexusmods.com/pillarsofeternity2/mods/137?tab=posts If anybody could point me in the right direction, I would be eternally grateful. As an aside, besides full-blown "programming games" like PCROBOTS about 20-odd years ago, I have literally never seen anything even approaching this level of scripting in a game and it's frankly amazing. I can and do spend hours just trying to tweak the encounters so that I can ideally get a fight to go my way completely hands-free. Thank you very much to the authors. Regards, Michael
    1 point
  11. We are getting old. All those new, fancy names sound so silly.
    1 point
  12. But some bonus from weapon's enchantments (or modals) are applied to anything including spells.
    1 point
  13. With the aid of a BiC lighter, I have performed several acts of pen necromancy. Today was a good day.
    1 point
  14. US scientists teleport energy, store it using quantum computers (interestingengineering.com)
    1 point
  15. Getting a crash whenever I try altering a global expression if there is already a modified global expression in mod. Steps to reproduce: Go to the Global Conditionals tab, search for and open "ge_ability_holy_radiance" Remove the "_" in "Holy_Radiance", click accept, and then Save the mod. Close and restart the editor. Load the mod with the altered global expression. In the Global Conditionals tab search for and open "ge_ability_dazzling_lights" add a "or AreGuidsSameGameData(Arkemyrs_Dazzling_Lights_Trickster, oei_interactionSelectedGameData)" to the statement. Click Accept, and save. The editor crashes.
    1 point
  16. I like it a lot. This build kinda gives me Diablo 2 necromancer vibes. It also fits very nicely into my Chillfog(thanks for another fun build) Chanter who is a Pale Elf from Nasitaq, who started his adventure by wanting to collect tales of near death experiences (you might say he was bit ifluenced by his slight affinity towards Berath and Rymrgand). After becoming a Watcher he could collect the tales of ACTUAL dead people and if my understanding is correct when the Chanter gathers the tales and deeper understandng of them, it increases the power of said individual as a chanter. After getting *REDACTED* in Deadfire the Watcher abbilities (which helped him gather all the tales of the dead) and the act of *REDACTED* caused him to awaken Psion abbiliteis as he gained deeper insight into all the soul stuff. Definitly using this build for my MC. Thanks!
    1 point
  17. @Noqn, Hello. It seems that "Open in New Tab" in the Editor shows blank page after the latest update. Could you check this issue? Thanks in advane
    1 point
  18. If you've followed my postings on this forum, you probably know that I play priests a lot, and have been trying to find a way to play basically every priest subclass and multiclass option. Universalist has been really hard for me to square up into a good satisfying option, but I finally had a breakthrough while watching some WarCraft 3 streams. A keeper of the grove! While this build isn't the most powerful or synergistic universalist you could build, I found it to be quite a bit of fun and can really carry you in the early-mid game due to the strength of its summons and buffs (which is also arguably some of the hardest parts of the game). Plus, in the process of building/playing this build, I developed a newfound appreciation for Halt. Basic build outline: stats Wood Elf, 12 might/8 con/15 dex/17 perception/18+1 intellect (old vailia)/7 resolve. Classes: ancient [cat spiritshift] + wael Skills: Alchemy and History Level-by-level guide (with free spells in brackets, optional picks with asterisk): [Summon Sporelings] Tanglefoot | Halt [Arcane Veil] Fast Runner Restore [Charm Beasts] Woodskin | Two weapon style [Iconic Projection] Wildstrike - Corrode* One-handed style [Wild Growth] Nature's Balm | Prayer for the Spirit [Mirror Image] Insect Swarm* Combat Focus* [Form of the Delemgan] Moonwell | Devotions for the Faithful* [Llengrath's] Greater Wildstrike - Corrode* Spell Shaping [Wall of Thorns] Nature's Terror* | Litany for the Spirit [Confusion] Champion's Boon Rapid Casting [Venombloom] Rot Skulls | Salvation of Time [Arkemyr's] Tough* Quick Summoning* [Call to the Primordial] Nature's Bounty* | Accurate Empower [Gaze] Lasting Empower Gear Weapon slot 1: Weyc's Wand (bound to not-priest) Weapon slot 2: Eye of Wael Weapon slot 3 (see below): a hand mortar or club Armor: Changeling's Mantle or Spider Silk Robe Other items: Giftbearer's Cloth (will grant you a weapon slot), Mask of the Grotto Deep How the build plays Summon Sporelings is a unique ancient summon that gives you two little allies and is available to you at tier 1. However, despite being a tier 1 spell, the sporelings themselves are themselves minimum level 6. That means in the early game, the sporelings are extremely tanky even by PotD standards, and even after the early game (when their offense fails to keep up with enemy scaling) their health/level gain is so significant that they can still soak up a lot of damage. Halt is also an extremely effective spell throughout the game - it has good range and super fast cast, so the trick is to cast it on a melee-only foe as part of the opening moments in combat (or directly out of stealth). You've essentially hard-CC-ed an enemy for a significant amount of time (15s + intellect + PL scaling). Directly out of stealth is preferable - because an attack out of stealth has a -85% recovery time bonus, if your first Halt whiffs you can try again almost instantly. So early-mid game, the Keeper plays like, well, a Keeper of the Grove from WC3: keep one tough melee enemy out of the fight using Halt, and then tank a bunch of other enemies using Sporelings. Use druid and priest magic to keep everyone alive, resummoning your Sporelings if needed. This is good enough that you can be carried through fights that you might have struggled with before and have no business of winning. For example, the Sealed Fate ambush by Talfor at level 6 on PotD can be rough if you take the violent approach - the enemies are triple-skulled with two dangerous wizard and a priest casting mid-level magic. I was able to clear it without a single knockout using OBS party members, with Wael's challenge enabled, carried solely on the backs of the basic early game toolkit this universalist has. As you progress into the game and get more spells than you know what to do with, a secondary focus emerges on poison, spiritshifting, and healing. A high intellect (from prayer and litany of the spirit) will help extend your spiritshift duration, and cat form gives you the best offensive punch thanks to its once/encounter +33% action speed ability. Arcane Veil and Mirror Image are good fast effects to make your spiritshifting a bit safer. Salvation of Time eventually comes along to boost spiritshift and the +33% action speed duration. The poison boost comes in the form of Venombloom (which benefits from +poison PL), Mask of the Deep Grotto, and single-wielding ranged weapons that you can use to deliver poison more effectively. (Single-weapon style doesn't boost poison accuracy, but because poison requires you to land a hit/graze first, it becomes a beneficiary of it. Very similar to how perception/accuracy is very important for a barbarian because Carnage is a dependent event of hitting a target as opposed to an independent event that happens regardless. This is also why you pick up Devotions for the Faithful.) Rot skulls aren't poison per se, but does great damage coupled with single-weapon style to land those initial hits, and interspersing it with spellcasting is a good complement to the build (since the DoTs from rot skulls don't stack). In the end-game you have several options. Accurate/Lasting Empower exist so that if you want you can take the Least Unstable Coil route and empower Venombloom - each tick of Venombloom will grant you another tier 3 inspiration from Least Unstable Coil, while also triggering Weyc's Wand's +3 PL bonus, all of which you can extend (along with spiritshift and the +33% action speed boost) with Salvation of Time. Sporelings are still effective bullet sponges, but now you can also use Call to the Primordials for a bunch of tanks with a bit more offense (though still subject to PEN/AR issues). A steady diet of poisons combined with various PL boosts (Litany, Mask of the Grotto Deep, Spider Silk Robe) will make you good at fire-and-forgetting foes of various kinds (generally casters, but a couple poisons don't target fortitude and are great for tankier foes). All the while you have the general defensive utility of the priest and druid to keep your entire party alive. Don't neglect Woodskin and Form of the Delemgan as buffs! They can offer serious survival boosts due to their very generous (if specific) AR boosts (remember: many ranged weapons are piercing). Halt is always good, and it'll only get better as your accuracy goes up and PL scaling becomes more generous. Be careful though - some melee enemies have ranged weapons as backup. But in general, the utility of Halt has been so suprisingly good that I now also weight the ranger's similar Binding/Thorny Roots much higher (though modulated by the fact that it comes much later). Possible party members and notes If you want to stay in-theme, I recommend picking up a ranger to come along for the fun. Note - I recently discovered that if you set your party AI to "passive" you won't encounter the consumable AI bug. You have to manually tell your party members to attack, but once they're attacking they'll do scripts and auto-attacks as normal (you only need to explicitly tell them to attack when their target(s) are gone or you have told them to stop doing something). I recommend using this with the keeper or else your constant diet of alchemy/poison can get tedious with flipping the AI on/off.
    1 point
  19. There's an auto-resize to default "button" on the combat log.
    1 point
  20. Is there a way to arrange the order of abilities inside progression tables? I think they are sorted by ability ID as new abilities are added right off base abilities however they seem to be sorted randomly.
    0 points
  21. So this is why Biden is Bibi's Bitch. He'd just get his hearing aid or pacemaker blown up if he disobeys his master.
    0 points
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