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Showing content with the highest reputation on 06/16/25 in all areas

  1. It's not an epiphany, though. The clip is years old. So that's what he said years before the second election of Donald Trump. Which means it is just evidence that Rogan is a truly reprehensible human being.
    2 points
  2. This isn't something I am really working on, but I figured it might be interesting to others. I've just discovered it is possible to have adventurers (the custom characters that can be hired from most inns) speak during a conversation! In brief you can do this by adding the speaker GUID (these are found in speakers.gamedatabundle) of the voice set in use by the character to the SpeakerGuid and FocusedSpeaker sections of a conversation node. The name of the character and the current portrait will then appear in the conversation window. If there are audiofiles that correspond to the conversation node in the folder associated with the voice set these will also be played during the conversation. This should in theory allow for the creation of rudimentary sidekicks/companions with voiced dialogue! With a lot of work and some degree of trial and error possibly even full conversation hubs of their own... Though the main hurdle as far as that goes, is that the lack of a button to start a conversation with adventurers directly. So the only way I could think of is using something like an item to start the conversation, similar to how the burned book works. There is also the lack of modding documentation related to the data structure of .conversationbundle files to contend with. None the less could be really cool to see what someone dedicated enough might come up with! I'm happy to answer questions to the best of my ability about anything I have written here.
    1 point
  3. I currently play on PlayStation and I personally love the grounded game and when I saw that grounded 2 was coming out next month I was very excited but when I saw it was for Xbox and steam only I was disappointed. I understand that it is a lot more work so I understand that it has a high chance not to come to PlayStation
    1 point
  4. Hubby away for the day. He has appointment with back surgeon in a couple weeks, then a couple days after he'll be away for four days. Thus Party Time! ...which these days basically means the same as always, except I can take off headphones and turn the volumes up really loud 24/hrs a day.
    1 point
  5. Since more and more I don't tend to replay more structured/non-sandbox games (I try/want to do everything I can in a single mammoth play), I don't like too many consequences either, if said choices/consequences locks you out of large areas/aspects of the game per run. But as I've said many times, I'm not at all a role-player and get zero immersion/care with feeling like I had impact in some game world. Just gimmie my silly mage hat. Or maybe a baker's hat. And a turn to cheese spell.
    1 point
  6. Well that’s pretty much the consequence of buying their game
    1 point
  7. Minus the benefit of a rewarding character system and costumization of course (par for the course for Bethesda since). The "seamless" exploration (like a fantasy themed Elite). The lovely bunch of 320x200 pixels. And the dungeon complexity -- to be fair, as everything in Daggerfall was RNG, any seemingly simple "fetch my slippers" quest to get 10xp could lead to a multi-level hellhole putting POE's Endless Paths, Ultima's entire Underworlds plus Skyrim's Blackreach combined to shame. Like: "All I wanted to do is fetch the slippers and now I can't find the exit no more." @Lexx Yeah, and the lack of consequence is actually by design... Raw size and scale is all what matters to them. FO3 still tried SOME of it. But overall, it's one of the big tragedies of the 21th century that Bethesda landed Fallout. An IP once reknown for coining the term "choice&consequence", right from character creation to technically being able to walk right to the big bad and talk him out of it -- THE END. No more.
    1 point
  8. ya it makes logical sense in a way I suppose. But if a monk could shoot his fists from range why couldn't he use stunning blows from range? Don't think it was overpowered compared to what any of the casters can do. It is sad it doesn't work now though. I'm sure long pain is still sorta strong in its own way, but this makes it way less fun to play with and use. Goodnight sweet witch doctor prince. A flight of angels sing thee to thy rest, etc.
    1 point
  9. The fact that nothing in Bethsoft games has any consequences is probably the biggest flaw for me. It makes their games predictable and boring in the long run.
    1 point
  10. This is a stance clearly taken by Bethesda games, which consequently have well earned their "wide as an ocean, deep as a p*ss pot" tagline. (And as Starfield had replaced the distractingly beautiful work of their world and art team for procedurally generated specks of dust and greys at the arse of the universe: Everybody got to finally see it.)
    1 point
  11. It's funny how the fall of cable and the rise of streaming services have actually made many more niche shows way more inaccessible than they used to be.
    1 point
  12. @Boeroer I might make this a post in itself in case no one sees this since it's an old build. I think, as of the latest patch this year, that most of the monk abilties listed that are supposed to work with the long pain, no longer do. At least stunning blows and torment's reach do not. I activate the long pain and they are now greyed out, reading "melee only". I can't see this change documented anywhere and in the newer patch notes, but I don't have any mods installed. I'd love to be wrong here so if anyone can contradict me I'd be happy.
    1 point
  13. I dont know if you going to open a separate thread for Grounded 2, but I not I'll put my idea here. I think I would be really cool to make and armor like the ant lion armor, but for the cold. Like for the icecream cart? Because it is so cold, you need this armor to stay warm
    1 point
  14. Sponsored by Coinbase, hilarious. This is just embarrassing.
    1 point
  15. The Rise and Fall of The Hammer It was my first Path of the Damned run, and I had just reached the moment of reckoning—the battle against the Eyeless. The three monstrosities lurking in the military camp were relentless, their sheer bulk and raw power turning every fight into a struggle. Frustrated, I devised a bold solution: a hyper-crit-focused Orlan melee rogue whose sole purpose was to wield Abydon’s Hammer with surgical precision. In a stroke of stunning originality, I christened my creation The Hammer—and it was a thing of beauty. The battlefield became a stage for devastation as The Hammer delivered blow after blow, the Eyeless crumbling in mere seconds, insta-gibbed before they even knew what hit them. This was it. Perfection. And yet, fate had other plans. In my exhilaration, I had completely forgotten the cruel price of victory. Without the right gear, the battle with the Kraken demanded a sacrifice. And so, The Hammer, in all their glory, was swallowed by the abyss, sinking into the depths with Abydon’s Hammer clutched in their grasp. The shortest-lived hero. Gone in an instant. Farewell, The Hammer. Farewell, Abydon’s Hammer. (The End)
    1 point
  16. The amount of insects/amphibians that could come with this is plentiful. Things such as frogs, tadpoles, small lizards. It could also be a barrier for higher tier areas, almost as if it’s telling don’t come until you’ve reached this until you have a canoe or a boat of some sort. Great idea!
    1 point
  17. I am a huge fan of this idea, definitely consider this, I think incorporating more aspects for traversal and just blending the landscape seamlessly could be very effective in a map that is 3x larger than grounded 1. Environmental/ecological features that assist the player in reaching destinations quicker but also look beautiful in the topography of the park is a welcome change for sure!!
    1 point
  18. Probably, but the character is at the end of the day only an adventurer that you can just recreate at any inn. All you need is this mod for Dyrwood Culture, and the portraits which are are in the gui folder of the .character (it's pretty much a zip file). Save your game and exit. For the voice you can either remove the conditional statement in between the [square brackets] after "Components": [] "PlayerVoice_Durance.gamedatabundle" or select it later in the character customizer once you have done following. Change all the instances of "135d47bd-5a32-4af1-8a44-1f7d3822b0f9" in the mod's files to whatever the new GUID is for the character. You can find their GUID by hovering the mouse cursor over the character and entering this command into the console: PrintInstance oei_hovered It'll be in the combat log and should be on your clipboard for you to paste somewhere outside of game to reference.
    1 point
  19. Guess you guys will just have to wait for Veilguard: The Snyder Cut.
    1 point
  20. Okay, what I'll do is polish up what I did for Durance and release it on Nexus as a demonstration of a custom Sidekick. and since Custom voice sets are something I am messing with at the moment, I'll include a ported version of Durance's voice set with it as well.
    1 point
  21. Hey @Gwynrick, I'm sorry to say I don't have any plans for further expanding on this I'm afraid. My aim with recreating Durance was at first as a way to explore how Deadfire's conversation system worked by referencing and recreating a PoE1 conversation. And then just used it as a way to show off some of what is possible in making a sidekick with the Apotheosis tool. There is pretty much only what is in that video, which is Durance's introductory conversation hub from PoE1, his banter with Pallegina and Aloth, and part of his voice set. Best I can probably do is release what is there?
    1 point
  22. After some more testing utilising the power of Apotheosis here are some fresh insights: Adding the Adventurer's GUID (this will be in brackets of the .character file of an exported Adventurer) to the CompanionGuidString of CompanionData seems to stop the Adventurer from being exported again. Adding progression tables to the linked CompanionData of an Adventurer, and using a script that does RemoveFromParty and then AddToParty opens the class selection menu allowing you to change their class in the same way as a sidekick/companion. By making additions to relevant .conversationbundles, an Adventurer can have party banter and comment on points of interest pretty seamlessly. While Companions will react and track their relationship to an Adventurer, reaction to topics and tracking of relationships isn't functional on the Adventurer's side for some reason. Quest creation is possible with Apotheosis, and while I haven't figured out all the aspects of it, quests that involve an Adventurer can be done. The following video of an adventurer based on Durance shows some examples of the above: Class and Quest Pop-up 3:45 and Companion banter at 4:15. Still can't figure out a way to get character to face each other during a staring contest conversation.
    1 point
  23. So I did a bit of tinkering using the excellent documentation noqn has provided, and have created a basic proof of concept! PoE2_Adventurer_Conversation.zip There isn't really much to this mod beyond this one custom conversation, with a man giving monosyllabic responses (and possibly challenging you to a staring contest), but it does maybe give some insights into a few aspects of how a custom conversations can be implemented. For convenience, the "Speech Bubble" in the actual mod comes pre-equipped on the character. There is likely a lot I am skipping over explaining, so if there is something that anyone is curious about or would like me to go into further detail on, please let me know! Here are a few interesting aspects: As you can hear the conversation uses voice lines from the Stoic Male voice set. I've used the "ExternalVO" line on some nodes in the .conversationbundle to play specific audiofiles during certain points. For example "ExternalVO": "player_stoic_m/ch_player_stoic_m_investigate_40011", is used on the first node of the conversation for the character to give a sort of grunt as a greeting. However it's totally possible to add new voiced dialogue for characters during a custom conversation! I only did things this way to keep it simple for myself. But as I mentioned in the original post, if there is an audio file related to a conversation in the folder associated with the speaker (this is defined by the ChatterPrefix line) the game will play it. The audio file itself needs to be named after conversation and the 4 digit ID of the specific node it should be played on. So for example if there were an audio file named "adventurer_caedman_0001.wem" in the "player_stoic_m" folder, this could be played without needing "ExternalVO": "", to be used. There are a few minor details you might noticed that don't really sell this as a proper conversation between the characters: The adventurer and Watcher don't turn to face each other when speaking. Which is pretty impolite if you ask me! The Watcher won't approach the adventurer like they do other companions, which leads to potential for instances of conversations happening over long distances, or from other rooms entirely. The scripts FaceTarget and AIPathToObject/AIPathToPoint could be potential solutions for these respective problems? But I've yet to actually test them, since I've only just become aware of them as I am writing this post. Moving on to the character themselves, there are some pretty cool things that could potentially be done using the GUID of an exported character. An example of this is to do with the "Speech Bubble" item. On the "InspectOnUseButton": [ ] there is a conditional to only display the "Talk to Caedman" button when a character with the specific GUID of the adventurer is in the party. Oh and with regards to making a fully featured companion with topics of interest... this GUID can be used to link companion data to the adventurer! I haven't looked into anything really surrounding flagging a node as a topic, so I have no idea if this character will "roll their eyes and let out a long sigh" when an assigned topic is mentioned in other conversations. So yeah really exciting stuff!
    1 point
  24. Ok. First up I believe that this blog post by Josh Sawyer gives a great introduction to the general concepts of Deadfire Conversations: https://jesawyer.tumblr.com/post/175082312536/im-curious-as-to-what-the-conversation-editor Basically, Conversations are flow charts. They contain Nodes, where each Node represent e.g. a player dialogue option or an NPC line. All Nodes have a unique ID, and they contain a list of Links pointing to the IDs "descending" Nodes. Now, here's the WIP documentation on these data formats, I hope it's not too much of a mess: https://docs.google.com/document/d/1jv8GvSuWlunC_nElQsPBM9nqEt8iCOoOP5PlBVAT1Bc/edit?usp=sharing Most properties and values are somewhat self-explanatory, I've tried to describe the ones that aren't. (The major remaining ones are the concepts of Ghost Links and Question Nodes.)
    1 point
  25. Getting data on conversation file formats would be fantastic.
    1 point
  26. Oh yeah now that you mention it, script hooks could total work for this couldn't they! I do wonder though, would there potentially be some impact on performance with a lot of scripts checking if their conditions are met on level load? Awesome!
    1 point
  27. Oh wow, that's an awesome discovery! Yeah, maybe also script hooks to trigger convos on entering specific locations. Actually, I've been working on a thorough documentation of the conversation and quest formats. I'll clean up and post tomorrow.
    1 point
  28. It will be definitely Elon Musk. He heard, that they are censoring cleavage mods and he can't allow that in Free America!
    0 points
  29. I'm playing The Outer Worlds: Spacer's Choice Edition on Xbox Series X and I've run into a bug with Felix's companion quest, Friendship's Due. When I start the quest, having talked to Felix, the character Rufus Trask dies before I can even meet him. This means that when I go to talk to Clyde Harlow, the Questacts as if I chose to kill Trask. I tried visiting North Gulch both before and after speaking to Harlow for the first time,, avoiding even visiting his landing pad, and he was still dead. I tried going to the site before even attaining the quest and clearing out the canids there just in case they were killing him, but that did not work either. This is a pretty significant issue and should be worked on, especially because I never experienced the issue in the first release of Outer Worlds.
    0 points
  30. This is absolutely beautiful. What would be needed to make him a full sidekick? I mean that you could find him standing somewhere, initiate a conversation and then recruit him, choose the class and then just a normal sidekick...?
    0 points
  31. They do get to see the numbers on this stuff though, and a lot of times the argument is not enough players utilize certain features to justify putting them in future games. That's just my guess. I mean, the idea that you can take a perk to be sneaky, but your knees crack when you stand up is still pretty creative.
    0 points
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