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Showing content with the highest reputation on 05/25/25 in all areas

  1. Oh and I second Kvellen, really good mod concept
    2 points
  2. Each ModScriptHook will automatically trigger every time the player enters a new scene or loads a save. You can add conditionals to the hook, and set whether it should only trigger a single time, etc: https://eternity.obsidian.net/game-data-formats/components#modscripthookcomponent In Apotheosis it can be found under Game Data -> ModScriptHooks -> ModScriptHook
    2 points
  3. Oh do modscripts work? I'm definitely in deeper waters than I'm used to so I wasn't sure what's possible. Will the script run on its own just by existing or would I still need to find a way to trigger it?
    2 points
  4. This would make sense according to standard stacking rules - all of these are active effects that affect the same thing, so only the highest is used (takedown combo's +100%)
    1 point
  5. A long, long time ago in a... uhm, just a long time ago I bought a game in early access called Between the Stars because it looked like it could scratch an itch that I had for a while. The game was kinda really, like, really really unfinished and I shelved it until release. The clock ticked, the Earth turned, and turned, and turned, and weeks turned to years, and back in 2022 I checked to see if any more work was done on the game - and lo! - nope. Read a bit on forums here and there and most posters seemed to agree that the game's been abandoned. I was just going through my library and noticed that it actually had a proper release last year. Well color me orange and call me Sunkist, looks like I'll be playing the game now. Reviews say that it's still plenty janky, but as long as it actually works it's going to be fine, I guess.
    1 point
  6. Can't help but think about how this is in sharp relief to one of my favourite Presidential addresses to one of the service academies: Postscript. For those who look upon the Kennedy administration as one of isolation and dovishness I find it hard to reconcile with these remarks earlier in the speech:
    1 point
  7. after seeing liza minnelli playing the part o' sally bowles, it is difficult to wrap our head around the image o' judi dench in the same role. is our understanding that the reality o' ms. dench being a less than accomplished dancer or singer bothered english audiences not at all, which is just so english in our mind. is also impossible for us not to think o' joel grey as the emcee, but am gonna observe how an alan cumming take on the character is just what the kennedy center needs at the moment. HA! Good Fun!
    1 point
  8. Bah, that game released and my facebook is full with people wanting to join the facebook group but who don't answer the safety question. Come on people, how hard is it to name one game made by the company who made the game the group for which you want to join?
    1 point
  9. Ah I thought I had remembered there being a version of it on rest. Annoyingly on-rest scripts are located in an ".assets" or sometimes a "level" file. Unless they have a referenced to a globalscript/globalexpression it's not something that Apotheosis is capable of editing. And as far as my experience goes, even with a tool like UABE that can open assetbundles, such files seem prone to corrupting or are very finicky to make alterations to. Removing the script setting "b_Xoti_Nightmare" from the Gaun statue conversation would have been my next suggestion. Really my only hesitation in suggesting it first, would be that doing so makes it so that once that conversation has played the next step in Xoti's quest becomes reliant on the mod to progress. All things considered though, it's the best solution. I would suggest moving your script for Magran's teeth completion to a mod scripthook instead. That way you'll avoid the possibility of conflicts arising from other mods that make changes to Xoti's hub. Great idea for a mod by the way! The pacing of Xoti's quest has always struck me as pretty bizarre.
    1 point
  10. Getting closer with a 99,9% lash - it should top out around 560+640 if I don't forget to activte Lightning Strikes
    1 point
  11. I'd say it's mostly me. The only AI programming I really do in Poe2 is setting up buff scripts for any character with Wizard levels. And that's because there's like ninety wizard buffs you can chain gun out at the start of a fight lol. But any other character buffing I tend to not mind doing and I'll handle it myself. And I never would want the AI to handle offensive abilities because those really require a Watcher's touch.
    1 point
  12. No, there just weren't enough, at least not in the state the game launched in. With the combat bugs mostly fixed I can't see myself replaying the game. Looking for ways to break the combat more and more was fun. Playing those encounters in the way they were intended?
    1 point
  13. I remember ranting to a friend who had played through each game on Path of the Damned about how frustrating this bug was. Expecting him to know what I was talking about. His response "I never saw that". Turns out the mad man didn't use any AI behaviours and just micro manages every attack his party makes...
    1 point
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