-
Posts
418 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
Everything posted by BMac
-
Konstanten Respec Bug (3.0)
BMac replied to Myrtillo's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
This will be fixed in 4.1.0.0012 - prepared chants will be removed when you respec the character. -
This is a list of changes from v4.1.0.0011 to v4.1.0.0023 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 v4.1.0.0023 Added turn-based ("tactical") mode data. The game automatically converts most data for turn-based mode. You only need to use these properties if the game doesn't automatically do what you want. AttackBaseComponent.OverrideTacticalActionType GenericAbilityComponent.DescriptionTactical CharacterSubClassComponent.DescriptionTextTactical GlossaryEntryComponent.DescriptionTextTactical ItemComponent.DescriptionTextTactical StatusEffectComponent.OverrideDescriptionStringTactical AbilityDatabaseString.StringTactical StatusEffectTypeData.TacticalString Script conditionals: AvailableAction, AvailableMovement, IsCurrentActionType, IsInTacticalCombat, IsTacticalModeCurrenTurn [sic], IsTacticalModeEnabled Scripts: AIForfeitAction, AIForfeitActionAny, AIForfeitMovement, AIUnlockTurn, PassTurn Added StatusEffectComponent.InclusionConditions
-
This is a list of changes from v4.0.1.0044 to v4.1.0.0011 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 v4.1.0.0011 Added BaseProgressionTableAppendGameData. Modders can create game data objects of this type to add abilities into existing progression tables and maintain compatibility with other mods. Added GodChallengeComponent.ActivationPrerequisites Added StatusEffectComponent.HideIfNoValue Added WeaponAttackAbilityComponent.ApplyEffectsToPrimaryOnly Added StatusEffectValueType.ClassSkillBonus (Breaking) Removed functionality of StatusEffectType.BonusAccuracyForNearestAllyOnSameEnemy for performance reasons Fixed a bug where conditional expressions that mixed and/or operators could evaluate incorrectly in specific situations Added a note to ConditionalExpression documentation about the evaluation order of boolean expressions Added Always(Boolean) script conditional Added HasCharmedEnemyNearby script conditional Added IsControllablePartyMember script conditional Added RestoreResourcesFromRest script Added StoreRegenerateItems script
-
[3.1.1] Can't load saved games
BMac replied to zeldagaiden's question in Patch Beta Bugs and Support
I was able to load your save in the current version, 4.0.1. We fixed a number of these types of bugs in the past few months. -
Enemies and companions cannot die
BMac replied to KragV's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
This will be fixed in v4.0.2. Thanks for your help! If necessary, you can work around the issue by respecing or leveling up. -
Yeah, we haven't put together any documentation on the conversation format like we have for the game data formats yet. For now I can tell you: If PointsToGhost is true, it means that the link is linking back to a previous node, usually a hub node. For example, if you ask a question and the NPC gives an answer and then returns you to a question hub, the link back to the hub should have PointsToGhost. This is used by the code that marks responses as used up (darker color) RandomWeight is a weight used to randomize between links out of a particular node, in the cases where there are multiple valid links at once.
-
I took a look at the code and determined that expressions are evaluated right-to-left and, yes, there is a bug with evaluating that specific formula (and also its inverse). We'll take a look and see what we can do. Modders who are creating complex boolean expressions won't have any trouble if they use a nested ConditionalExpression (i.e. parenthesis) to clarify their intent when mixing And and Or operators.
-
Changing Multiclass names
BMac replied to alexis13's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Yep, it was moved to CharacterClassGameData a while back for better compatibility with multiple class mods. -
Yes, the game evaluates Boolean expressions purely left-to-right (EDIT: right-to-left) and has no operator precedence. This was probably done because it was much quicker to implement, and we can still create whatever behavior we want by using parenthesis. (Personally, agree with MaxQuest that relying on operator precedence hides the creator's intent and is harder to read, and I always use parenthesis in my code when it comes up) It's a bad idea for us to change such fundamental code this late in the game, but we'll get bugs in the system for the cases where parentheses need to be added to expressions to make them work right. Thanks for those detailed lists! I'll also add a note in the modding documentation for expressions.
-
Missing DLC suddenly
BMac replied to Balasarius's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
We've just released the hotfix. Affected saves should be loadable again. -
Missing DLC suddenly
BMac replied to Balasarius's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
We're aware of this issue and we're hoping to have a fix out tomorrow. -
You can probably achieve a couple of those things already: I think the SpecialGenericAbilityGameData type PartyAbility is what you're looking for. You might be looking for "one-hit use" status effects. OneHitUse is a DurationType for a status effect that causes it to be cleared after the target uses an attack. We'll usually apply these in the StatusEffects list on the GenericAbilityComponent (see any ability that does a weapon attack with additional effects, like Barbaric Blow or Flames of Devotion). Unfortunately I think there are only hacky solutions here. We have an inheritance system in the source data but it gets lost in the exported data.
-
Workshop mods don't go in the override directory, Steam downloads them to a separate directory in the steamapps folder. I believe Nexus downloads things straight into the override directory. They should play nice with each other. If you upload the output_log.txt from PillarsOfEternityII_Data after running the game and seeing the issue, we might be able to see what's up.
-
Custom ai behaviour scripts
BMac replied to siema87's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
They go in a folder in your Saved Games folder: "C:\Users\\Saved Games\Pillars of Eternity II\CustomAIBehaviors" (on Windows).