Jump to content

BMac

Developers
  • Posts

    418
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by BMac

  1. We've checked out the issue and we're working on a fix, probably for version 4.0.1. If you have the problem where the fleet ships in the channel are ignoring you and you would like to use cheats to fix your game right now, you can enter the command "SetTriggerEnabled Trigger_Point_of_No_Return true" while on the world map and then sail through the Ofecchia Channel again.
  2. Hi! Thanks for the report. Would you be able to upload an output log so we can try to figure out what's up? See here.
  3. We fixed a number of causes of the Map Load Error in the 4.0.0 patch (currently on the public beta branch). If anyone still gets the error on that version, point me to your savegame and I should be able to get it sorted out before 4.0.0 release.
  4. The errors reported by GuJiaXian, bringingyouthefuture, and porkhere have been fixed in the current 4.0.0 beta version. Thanks to all of you for providing your saves, they were very helpful. This was a problem with loading certain scenes, very similar to this one.
  5. Based on the log and your save, this seems like it's probably caused by casting Concelhaut's Corrosive Siphon on the enemy and swapping grimoires on the caster while the effect is still active. Does that seem like something you did? I'll get a fix in before 4.0.0 final.
  6. This will be fixed in v4.0.0.0016 (this may not be the first 4.0 beta version). You can work around it by saving and quitting in any scene other than the first floor of the Kraken's Eye, then reloading. It's linked to loading a save in that particular scene.
  7. This is a list of changes from v3.1.1.0024 to v4.0.0.0033 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Modding Patch Notes for v4.0.0.0033 Enabling God Challenges no longer disables mods from loading. The game will now show a useful error message when uploading a Steam Workshop item fails because the preview image is too large or the user is out of Steam Cloud space for the game. Re-added the field UnlockableAbility.Note (Breaking) renamed AttackForcedTarget.AnimalCompanionMaster to Summoner Added CombatSettingsComponent.InvocationChantDelay Added ConsumableComponent.RestType Added GodChallengeComponent.DisablesNewGameBonuses, OverrideMovers, ShipRankModifier, PerRestResources, RestrictHealthRegeneration, OnlyPreparedMealsRest, ObfuscateNumbers Added MoverComponent.RunSpeedChallengeOverride, WalkSpeedChallengeOverride Added WeaponAttackAbilityComponent.ProjectileCount Added RegionEnum.LAX01_Kazuwari, LAX02_TheDeadFloe, LAX03_TheBlackIsles Added StatusEffectType.DisableNonSpellActiveAbilities Added HasPlayerNamedFeature conditional Added IsCharacterInCombat conditional Added IsPreviousScene conditional Added IsSoulbound conditional (recipes only) Added AddWear script Added ForgetTarget script
  8. This is a rough overview of the layout of the custom AI behavior files: HeaderVersion (integer [4]) Types count (integer [4]) [count] Type TypeID (guid [16]) Version (integer [4]) TypeID (guid [16]) Name length (integer [4]) Name (string [length]) OldSupportedClasses count (integer [4]) [count] OldSupportedClass (CharacterClass integer [4]) SupportedClasses count (integer [4]) [count] SupportedClass (CharacterClassGameData guid[16]) ConditionalActionSets count (integer [4]) [count] ConditionalActionSet Version (integer [4]) TypeID (guid [16]) Name length (integer [4]) Name (string [length]) Conditions count (integer [4]) [count] Condition Version (integer [4]) TypeID (guid [16]) ConditionalSet (CustomAIConditionalScriptSetGameData guid [16]) Not (bool [1]) Actions count (integer [4]) [count] Action Version (integer [4]) TypeID (guid [16]) ActionType (CustomAIActionType integer [4]) AbilityPackage (CustomAIAbilityPackageGameData guid [16]) Ability (GenericAbilityGameData guid [16]) Consumable (ConsumableGameData guid [16]) TargetingFilter (CustomAITargetingFilterGameData guid [16]) TargetingPreference (CustomAITargetingPreferenceGameData guid [16]) AllowedMovement (AllowedMovementToTargetType integer [4]) Cooldown (float [4]) AllowedMovement (AllowedMovementToTargetType integer [4]) Cooldown (float [4]) UniqueID (guid [16]) CanEdit (bool [1]) Description length (integer [4]) Description (string [length])
  9. This applies to any teleport-then-hit attack. It'll be fixed in v4.0.0.
  10. Yeah? That's great news! Will the fix be retroactive? That is, will affected saves be fixed? Yep!
  11. This will be fixed for v4.0.0. If you haven't named an island yet, you'll be prompted to do so again upon leaving the associated dungeon.
  12. Ah, sorry - I misread your steps to reproduce. I found the problem in your save and have also fixed it for v4.0.0.
  13. "There was an error loading the next map" is a very general error that we show whenever anything at all goes wrong while loading the next map. Fixing one issue that causes this may not fix all of them, so if anyone else has the same error, please continue to send your save files to support@obsidian.net. @Volibearworkshop: In this case there was a problem with the state of Xoti's companion quest. I've put in a fix that will allow you to load your save again. The fix will be in v4.0. @GuJiaXian: I didn't have any problem loading your saves (character name 'Mariah') on v3.1.1, which is the current Steam version. That version was released on November 8th and might have fixed your issue.
  14. The list represents the order in which the mods will be loaded. That means mods that are later in the list will override (have priority over) ones that occur earlier.
  15. There's a checkbox at the bottom-left of the recruit window where you can elect to recruit them without any of their items. That makes them the same price as new hired adventurers.
  16. If you need to reroll your player character for testing, you can probably use the cheat OpenCharacterCreation. I don't believe there are any problems with doing this in the middle of an existing game, but be warned that the command isn't supposed to be used that way.
  17. It looks like those were removed inadvertently. I've added them back for v4.0. In the meantime, you'll have to search up the GUID of the AddAbility to figure out what it is.
  18. Wow, I'm kind of surprised those vocalizations exist, too. Haha.
  19. From looking at the code, there isn't any built-in restriction on having multiple steals on the same target. Maybe the stacking behavior on the status effect is set to one of the non-stacking values? The effect should be able to steal any ability with the Spell UsageType and an AbilityClass. It doesn't matter what the class or race of the target enemy is, though in some cases enemies might have abilities that look like standard Wizard/Druid/Priest spells but are actually custom abilities that don't have their data set up like this. It also doesn't matter what the class of the caster is, at least for the status effect's code. There may be other code that's hiding the stolen spells, maybe in the Ability Bar.
  20. To be clear, you shouldn't work around this problem by manually creating manifest.json files for large (numbered) expansions. This will cause the game to think that expansion is installed, which may cause certain things to break if you don't actually have that expansion.
  21. ApplyStatusEffectToEnemyOnEvent (really ). You can modify the difficulty of pickpocketing character inventory items via SkillManagerGameData.ItemModifiers, but you're right, equipped items aren't available to be pickpocketed.
  22. Special inventory contents like Ezzali Bardatto's helm are defined in the character's Unity data, so you'll have to use ModScriptHooks to change them. Common inventory contents (like money) are defined in loot lists like house2fly suggested; in this case, Loot_Small_Currency_Vailian_High and Loot_Small_Weapons_Daggers are used. Those are in game data and can be modified, but note that they may be used by many different characters throughout the game. Also note that it is possible for the Unity data to override the equipped items defined in Game Data. This isn't common, but if you change a character's equipped items in game data and it doesn't seem to be doing anything, that may be why.
×
×
  • Create New...