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BMac last won the day on December 18 2017

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  1. If you file a support ticket with your save file, our support team may be able to fix it, depending on what has happened (you can find the link in my previous post).
  2. @Bolzano Hi! I haven't actually logged in to the forums for a while (I blame 2FA), so I missed your notification. Sorry! Your demo looks cool! You don't necessarily have to make mods specifically to break into the industry - you just need to make something. I think modding is often recommended, especially for designers, because it lets you demonstrate your work without needing to make an entire game yourself. For us programmers, though, we can make our own little projects from scratch more easily to demonstrate our skills (like your raytracing demo). I think if you can make a couple more projects like that, you'd have a shot at finding a junior graphics programmer role somewhere - particularly if you can do something in the engine the company you're applying for uses (Unreal 4, for us). Raytracing is kind of a hot up-and-coming technology in the industry, so familiarity with that is good, but I'd also do some things with more traditional rendering pipelines, since the hardware to run it is still pretty early and a lot of companies (like us) aren't quite on board with it yet. tl;dr: It doesn't matter what you make, just make something to demonstrate that you know your stuff and, if possible, you know the tools your target company is using. I hope that helps. Let me know if you have any other questions.
  3. @mangothehuman Sorry for the delayed response - I haven't looked in on Deadfire stuff in a while. Which DLC are listed as missing if you hover the disabled Load button? If they are DLC you don't recognize, send a support ticket with your save and we can take a look. Otherwise, make sure all the DLC listed are installed.
  4. @Jawgo I'm a bit late here, but better late than never? I'm getting a bit rusty on Deadfire stuff, but unfortunately I think the racial weapon scales will not be easy to mod. I believe they come from a scale on the bone the weapons are attached to, which is deep in Unity data. I can't think of any ways around that at the moment. If someone is ambitious enough to dig for that data, there are several bones weapons can attach to that need to be adjusted - one on each handle, the back scabbard, and two hip scabbards.
  5. That is an intentional change. Great question - that feedback was very common and we definitely agreed with it. In this patch, Dexterity now grants a bonus to Stride in turn-based mode in addition to its other bonuses. Stride is a very useful stat in TBM, so this should make Dexterity more attractive once again. I have no idea how this missed the patch notes; I'll see what's up there. Yes, now that TBM is out of beta we won't be making any more content or balance changes. The pen-and-paper game is entirely separate from the video game; they don't share any systems.
  6. This is a list of changes from v4.1.0.0011 to v5.0.0.0040 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Check the documentation for more details on the functionality of added data properties. Modding Patch Notes for v5.0.0.0040 Looping AttackBaseVisualEffects are now supported for all events rather than just AnimEvents. The effects are stopped on Impact. Added ExperienceTableComponent.TrapLockXPIncrements Added HostilityType.HostileEver Added TacticalModeSettingsComponent Added CombatSettingsComponent.MinimumRollToGrazeTactical, MinimumRollToHitTactical, MinimumRollToCritTactical Added AttributeComponent.TacticalOverrideBonusesFormatString Added CharacterStatsSettingsComponent.AttributeTacticalStrideMultiplier Added DamageData.TacticalMinimumOverride / TacticalMaximumOverride Added GenericAbilityComponent.ShowStatusEffects Added StatusEffectDurationType.UseDuratonUnadjusted Added GenericAbilityComponent.RandomizeStatusEffect Added AIBehaviorDataComponent.CanEngage Added AICombatMoveComponent.AbortIfImmobile Added AIMoveComponent.AbortIfImmobile (Community Request) Added IsAnyWeaponEquipped conditional (Community Request) Added IsAnyWeaponEquippedInSecondarySlot conditional Fixed a problem where oei_this was not properly initialized when checking soulbound advancement conditionals. (Community Report) Fixed a problem where ModScriptHooks sometimes did not work correctly when loading very old savegames Fixed a problem where scripts or conditionals that were called recursively would not receive correct values for special GUIDs Thanks for working with us to make this game even cooler and more fun! I'm looking forward to seeing where you take it in the future.
  7. Unfortunately that ability is using some special code and it doesn't look like there is a way to override the strings from game data. You're right that this string is not very helpful - I will put in a report. You could potentially add a new status effect to the abilities that has no effect but just has an override string clarifying the effects. It would have to be in addition to the existing strings, though.
  8. I believe the world map merchants all share a single store object which exists on the FreeWorldMap scene: Store_RE_Generic_Merchant (e5ba7105-c251-4191-bc2b-9a7d7f8a3c32). You should be able to use a script hook to modify that inventory like any other. Generally the world map functions like any other scene and the objects in it like those in other scenes, though there are certain aspects that work differently as house2fly observed.
  9. There is some structural information about NPC schedules in ScheduleGameData objects, but unfortunately the details of what a particular NPC does during each time slice are defined on the Unity data for that character and are hard to modify.
  10. Most of that is defining what the Game Data object is and what components it has one it, as covered by the Basic Concepts tutorial. The last three lines are specific data for the ModScriptHookComponent and are documented in the documentation here.
  11. Thanks for the report! This issue will be fixed in v4.1.2.
  12. Yes, you can create new spells and add them to progression tables this way. You'll just need to create a new GenericAbilityGameData object with a new GUID in addition to making the object described here. I don't believe we have a tutorial specifically about creating spells, but the basic concepts tutorial and this tutorial may help.
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