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Showing content with the highest reputation on 03/28/26 in all areas

  1. Form_of_Helpless_Item_Glitch_fix.zip I moved the -10% Hostile effects duration to a passive ability instead, which does indeed seem to fix the issue. Though with the way this transformation works it seems like Helpless Beast removes abilities when active so the duration of the spell is unaffected. I don't know if that is intended behaviour for all transformation abilities?
  2. A war of regression: how Trump bombed the US into a worse position with Iran The Guardian has a pretty cynical view of the current conflict, but it's hard to say they're wrong. What a cluster.
  3. So far really enjoying the game, but something I just can't get over is that you don't have more than one wheel for the hotbar (and there are less spots) to cycle through for weapons, consumables, gear, etc. You can't even have a full weapon loadout without having to sacrifice healing or gear. I don't know why they did not bring that over from the last game as it really helps round out the combat aspect, especially since they have a ton of great new gear and weapons in this one. Having to go into the main inventory to grab a different weapon or consumable while I'm getting wrecked by a mantis is not my idea of a good time... Same goes for the mutation wheel hotbar, I don't even bother using most of the other mutations because its ridiculous to have to go into the main menu, switch to the mutations tab and exit back out while in combat, Instead I just keep it on one or try to remember to change it before going into a specific zone, but then that makes it feel like having some of the mutations is useless since it is difficult to swap through for different bugs on the fly. That being said I am happy they did passives for the weapons as that would, theoretically, let you use more mutations if I had the option to quickly cycle through them. I 'd say that you don't need the quick-craft hotbar since if I am in a safe enough spot to craft then I can just go into the main menu. I don't think the message hotbar is worth it either, If have time to type then I'm clearly not being ambushed by a wolfspider and can also just go into the menu. And I know you can do the multiple wheels since you have it for the freaking emotes.... I have multiple wheels for emotes, but not weapons. Which I need. So I don't die. Side note: I agree with some of the other users that the omnitool (90% love it) can be a little tedious when your buggy walks in front of you. The building is also not as complete as the last game. Was able to build a base that went around the entire oak tree in G1 and now I am not able to build up stairs past a certain level if I don't have a good enough foundation.
  4. Im playing Assassins Creed Valhalla now, the last time I played an AC game was in 2021 and that was Odyssey which I thoroughly enjoyed Ubisoft games like Far Cry and AC are always the same for me, you have lots of fun initially and there always engaging side activities but then I start getting bored and I just focus on finishing the main narrative Valhalla is fun so far, I like Viking mythology and culture and Ubisoft always delivers on recreating a believable historical world @Gorth I am sure when you read this post you were immediately concerned. We have had numerous discussions through the years about the terrible historical injustice, slavery and Colonialism your Viking ancestors inflicted on my Anglo-Saxon ancestors What if playing Valhalla triggers me and creates RL trauma for me from what happened in the past? Do you think I will be okay I suppose I can just stop playing if it becomes too painful and emotional
  5. I totally agree! I think the Mutation Wheel absolutely needs to be added. In the first game, when a teammate was down in multiplayer, you could instantly switch to a reliable friend's mutation, revive them, and then switch back to combat mutation – so convenient! The current multi-tool is definitely a plus, saving a lot of inventory space, but the lack of multiple quick access slots is really a problem.
  6. This is a sequel/continuation of a sort to the Turning an Adventurer into a Sidekick? thread. This time we are looking at modification of the unused prefabs in characters.unity3d to create a new custom party member. This method potentially allows for something more feature than the Hired Adventurer with a conversation item I described in the other thread. However it does require a great deal more patience to get a functional character in game. There are some compatibility and logistical caveats that should really be solved before it would really be easy to share characters with others. That said here's a quick example of what can be achieved. What I want to highlight in the above video is: A specified conversation can be initiated by clicking on the character. When in the party the "Talk To " button appears on the UI that triggers the conversation. Adjusted appearance. The character's hair/skin/eye, and primary/secondary cloth colour can be any combination of RGBa. The head, facial hair, and hair models are restricted to the existing Player and NPC assets though. Scripts can be triggered on events like the party resting. In this example it's another conversation but could be anything listed in the documentation. What is needed?A tool for modifying the contents of assetbundles. UABEA is what I used for the above example. Then it is just a case of pretty much finding any prefab that contains the components: CharacterStatsMutable, CompanionInstanceID, Equipment, NPCAppearance, NPCInteraction, Portrait, and ScriptEvent. There are 13 such prefabs that are unused in the game: companion_caroc companion_ggp companion_gm companion_hiravias companion_sagani companion_test_barbarian companion_test_chanter companion_test_cipher companion_test_druid companion_test_monk companion_vspriest companion_vsranger companion_zahua and an additional 4 that are used only in the Backer Beta mode: companion_generic_fighter companion_generic_preist companion_generic_rogue companion_generic_wizard A couple of them are familiar names from PoE1. However their presence does not constitute any form of cut content. More likely these are remanets from various stages of prototyping or testing. Which of these lads is your favourite PoE1 companion? By filling in various components with the values and GUIDs pointing to certain gamedata (CharacterStats, CompanionData, and others) and a conversation you can get a custom party member! They can then be spawned into the game with a console command such as SpawnPrefabAtMouse, or as part of an encounter for a less intrusive ways. Though interestingly encounters seem to force the character into attacking so there is some jank in need of solving there. Would that this were only problem to solve... There's a catch.Currently the only way to achieve this is manually making adjustments to the prefabs components inside of the characters.unity3d assetbundle. Needless to say it's a very finicky process. Best worst case, the change you make doesn't take. Worst worst case, the game no longer works. And that is just summary of my past experience attempting assetbudle modding. I'm as shocked as anyone that I got anything to work! And if doing it yourself weren't tricky enough, you would need to explain how to import changes to others Does that make sharing the modified characters.unity3d file the best option? It is on the lower side of 2gb. Which is not massive by modern game filesharing standards sure, but given the changes made to it only account for something like a couple of kilobytes, it does seem a bit ridiculous to me. And we're back to square one when 2 independently created custom character mods want to be installed together! So, there are certainly some fairly tricky problems that need to be solved to make this viable in my opinion.

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