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BMac

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Everything posted by BMac

  1. I somehow failed to mention that the execs are actually just a sequence of console commands the game will run in order, with some additional "programming" commands (anything starting with "Batch"; you can find them with "find"). So anything you can run in the console you can run in an exec script.
  2. This issue should be fixed without any changes needed for LAX1 and LAX2 in v3.1.1 (upcoming).
  3. peardox refers to the built-in behaviors for enemies and the default party behaviors. If you're looking for your custom behaviors, they are in the saved games directory ('C:\Users\\Saved Games\Pillars of Eternity II\CustomAIBehaviors').
  4. The exec command might help you out - it can't load you straight to the beach in the correct state, but it can run automation scripts. It's a lot faster than humans at navigating UIs and conversations. We have a couple that can automatically play from the main menu all the way to the end of the Ship Cabin part of the prologue. We don't have one that will stop you at character creation and pick up afterward, but if you look at these scripts you can probably produce your own (you can get help debugging them with ToggleExecDebug). I attached the relevant ones. You should put them in '/Pillars of Eternity II/Batch Files' for the game to find them. The one I mentioned is 'MainMenuSkipIntro.txt' (run with exec MainMenuSkipIntro). If you move your mouse while it's trying to press buttons you might mess it up. Alternatively, what I do when I have to test the beginning of the game a lot is enable cheats and just Shift+T teleport everywhere. If you use SetZoomRange to increase the max zoom range you can teleport straight from Berath to the ship cabin this way. AR_2102_Prologue_Berath_1.txt AR_2102_Prologue_Berath_2.txt MainMenuSkipIntro.txt ZZ_CharacterCreation.txt
  5. I replied here. Summary: I'd like to, hopefully there's time.
  6. The reputation change applied by any call to TriggerTopic is the product of three value: The strength parameter to TriggerTopic The inherent Value on the TopicGameData passed to TriggerTopic The Weight assigned to the companion for that topic in CompanjonGameData.Topics. If you wanted to change the reaction strength for a particular line, you'd want to change the ChangeStrengthGameData passed to TriggerTopic. If you wanted to change the reaction strength of a companion to all occurrences of a particular topic, you want to change the Weight for that topic in their CompanionGameData. And if you wanted to change the reaction strength globally for all companions to a particular topic, you could change the Value on the TopicGameData itself. Creating new TopicGameData objects with different Values will actually create entirely new topics. This is possible and should work, but the new object is an entirely separate topic from the one you based it on, and their values won't combine.
  7. No there's not much configuration for that. It's based purely on Perception and, on the opposing side, the Difficulty of each object, which can be set in the Unity data but, if it isn't, pulls from GlobalGameSettingsGameData (CombatSettingsComponent) value TrapDefaultDifficulties. Pretty hacky, but you could create a set of status effects that decrease Perception and then raise Accuracy and Reflex by the corresponding amounts to compensate for the debuff.
  8. "WeaponGameData" is actually a subclass of "ItemGameData" (i.e. it's a more specific type). A Weapon is always an Item, though an Item might not be a Weapon. You can pass WeaponGameData IDs to IsItemEquipped just fine. You can tell that this is the case when documentation for the game data type has components from another type on it (see WeaponGameData). Yeah, I would like to get modded animal companions working better if I can, though I don't have any time set out for it at the moment.
  9. In addition to those, you can also call any script from the command line.
  10. This is a list of changes from 3.0.0.0010 to v3.1.1.0024 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Modding Patch Notes for 3.1.1.0024 Fixed game data reference properties in the documentation omitting the "ID" suffix from the property name. If enchanting an item would block the player from crafting multiple other enchantments, the names of every blocked enchantment are reported. Fixed conditionals named (Progression Table) failing or behaving strangely when previewing ability trees that utilized them. Added ConsumableComponent.SpoilHours Added GlobalDataReferencesComponent.SpoiledFoodItem Added GodChallengeComponent.FoodSpoils Added StatusEffectAttackFilter.HealthPercentage/HealthOperator, which require that the attacker's health be a certain value for the effect to be applied Added EconomyComponent.PetMeldingNoBonusCost Added EconomyComponent.PetMeldingWithBonusCost Added ChatterEventComponent.SelectHumorThreshold, IdleTimeThreshold Added AIBehaviorType.MoveToWaypointInCombat Added SpecialGenericAbilityType.FleeAbility Added OpenPetMelding script
  11. Unfortunately that behavior is driven by code, not data. If an affliction appears in the HardCountersType of another one on the same character, it just removes both of them. The status effect system is pretty robust, you might be able to get this to work by removing the HardCountersTypes and doing something with AfflictionResistance effects on the afflictions, but it'll be pretty nutty.
  12. They're the same as the other small item icons - 42x42.
  13. Unfortunately, the custom AI files are in a custom binary format. It isn't easy to manually edit them.
  14. This is correct. Entering iroll20s in the console is the only action that disables achievements.
  15. Unfortunately that's actually a technically limitation, not a design one. The engine only supports changing the form of kith characters because their meshes are generated differently than other types of creatures. Fixing it would require a rework of the relevant code.
  16. The load order is not specified in data, it's in code where Fhav6X showed. You can assume the order will always be BaseGame, followed by numbered major DLCs in order, followed by lettered minor DLCs in order.
  17. Yes, that enum shows the order the built-in bundles will be loaded in.
  18. Excellent news. Thanks! It's kind of funny, actually, that a character exploding on screen would degrade his items. On that note, would a temporary fix until 3.1 is released be to turn off the kill cam? No, turning off the kill cam won't prevent characters from being gibbed. Yes, this is a pretty serious bug. We're now planning a hotfix patch before 3.1.
  19. This will be fixed in v3.1. We're pretty sure it's related to gibbing the character dropping the items, which happens if your last hit is a critical hit. If you have items that were affected by this bug in your save, they'll be fixed up when you load your save after the patch.
  20. Until we fix this issue, you should be able to work around it by creating the folder \Pillars of Eternity II\PillarsOfEternityII_Data\lax3_exported.
  21. Your mod will work fine. The check will simply never pass if it's searching for a GUID that doesn't exist in the game.
  22. The GUID you're getting from PrintInstance is the GUID of the Unity object in the scene. This object isn't from a gamedatabundle itself - but it makes use of a number of gamedata objects that you can change, like Loot Lists. Unfortunately, it isn't easy to get the game to tell you which gamedata objects those are. You can search the bundles for the names of characters and abilities and usually find their data, but loot lists are generic and won't have names that are easy to identify. It's a bit of a mess, but you can try using the command ToggleObjectHierarchy and finding the object you identified in there. Then, you can see pretty much all the data the game has for that object, including the GUIDs of the game data objects it's using. (If your goal is to add items to this container, you can avoid a lot of this and follow this tutorial).
  23. Correct, only the fixes listed in the beta patch notes. Though I will note that the following scripts will no longer log an error message when the game data object they're checking for doesn't exist (they'll still evaluate to false, as they would have before): IsItemCount, IsItemEquipped, ObjectHasItemCount, HasItemMod. This was for the sake of checking for items from DLCs in base-game content.
  24. Yeah, your save was created when the game thought it had BoW installed due to a bug in v2.1. This bug is GOG-exclusive. The LAXF part of the warning is incorrect - a UI bug that I've fixed. You automatically have LAXF if you have v3.0 or later. We're working on a fix for this. You can temporarily work around the issue on v3.0.0 by creating the directory /PillarsOfEternityII_Data/lax2_exported, which will continue fooling the game into thinking it has the BoW DLC (though none of the content will actually be present). This will cause the end-game slides to break.
  25. It's hard to answer this question generally, but in the specific cases you mentioned, you shouldn't run into any range problems. 15 status effects is certainly reasonable. Maybe you accidentally had one of the status effects apply to Diplomacy itself? Power level is a 32-bit integer, so 9000 is well within range. You might crash your game if you try to cast a spell with projectile count scaling, though.
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