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Quantics

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Posts posted by Quantics

  1. Ah, I finally found bwallace: 

     

     

    http://forums.obsidian.net/user/151113-bman654/

     

    He was still interested in PoE in April 2015, maybe we can get him back ;)

     

     

     


    For those of you unhappy with the need to walk slowly to be able to detect hidden objects, I've just made a mod to "fix" this.  With the mod, Stealth Mode uses the normal run animations.
     
    Currently only supports Windows and not compatible with the IE Mod.  When I get more time, I'll figure out how to incorporate it into the IE Mod.
     
    Get the mod from Nexus.

     

     

     

    @bman654, come back !

  2. I could easily afford $30, but am still far from convinced it represents reasonable value for money.

     

    That's entirely fair.

     

    Personally I'm just happy that this kind of game is still being made in 2015, that I'll happily pay $30. 

     

    And that's regardless of my opinion of the gameplay/story, which I found good, but not exceptional.

     

    I guess I'm just secretly hoping that Pillars (one day) receives the Baldur's Gate 2 treatment.

  3. I have been playing Pillars of Eternity for months like this on my 2013 MacBook Pro.  I walk to a new area, the program crashes, I restart it and continue from the autosave into the next area.  Sometimes I got lucky and PoE stayed open from one area to the next—if I made it through one transition without crashing the following transitions in the same session would usually work—but most playing sessions consisted upon crash after crash. 

     

    None of the suggested workarounds made any difference: typing msaa 0 into the console, trying to search for a GPU option on the system that doesn't exist, syncing and unsyncing Steam saves.

     

    But I kept playing.  Until tonight.  I am at what I assume is close to the end of the game and I am expected to jump from one area into another with a text transition in between.  But the game does not autosave in the new area; it saves right where I was.

     

    So I jump into the pit, the game crashes, I jump again, it crashes again, and unlike all my previous crashes I don't get into the next area.

     

    I'm sad; this seems to be the end of Pillars of Eternity for me!

     

     

     

    First I want to say that I've been playing PoE on my 2014 MBP since release without any problems. So I don't know if those options will fix anything...

     

    1) The GPU option is found in Preferences > Energy > (Disable) Automatic Graphics switching 

     

    2) Try that nice little app called gfxCardStatus (free)

     

    https://gfx.io

     

    You will be able to choose which of the integrated graphics card or dedicated GPU to use (note that you will have to click to use twice for some reason). This will ensure OS X is not switching GPUs while you're playing.

     

    It's worked for me in other games.

    • Like 1
  4. Hey, this is cool !

     

    It's great to see modders taking interest into PoE. 

     

    I'm a bit surprised by this though:

     

     

    Originally I hoped to merge my fork into the original mod, but I couldn't contact any active developers, so I decided to continue development by myself for now.

     

    I know Bester lost interest in PoE but I'm sure he would be happy if all his work wasn't lost. I think he mostly hangs on RPGCodex, and that's probably the best place to get in touch (I try to avoid this soulless place myself I'm sure there are some members here who would help :p ).

     

    Recently someone else (I forget his name) took on the project and wrote a lot of code for the existing framework:

    https://bitbucket.org/Bester/poe-modding-framework/commits/all

     

    You guys should definitely get in touch, I'm sure you'd be much more efficient together.

    • Like 1
  5. I agree with you on everything but the title screen music. It's all soft and unexciting, and makes me the opposite of stoked. Compare and contrast BG1's main title:

     

    dundundundumdundumdundumdundundundumdundumdundumdumDUNDUNDANANANdumDUMDUNNNNundunDUNDANANAdumDUMDANANan - DUNNNDADUNDUNDunnnDUNDUNDUN

    It's all a matter of personal taste, of course.

     

    I do like this theme, but I also commend Justin Bell for having the 'courage' to have tried a different route than the usual 'epic, military' themes that most RPGs tend to go for these days.

     

    PoE's music, I think, suits the content of the game really well. It's a bit less 'in your face', and a bit more mysterious. Because of that I am finding it quite enjoyable to listen to repeatedly.

     

    Just my 2ç

    • Like 3
  6. @Luckmann don't quote me 100% on this though. I'm trying to find the post in question, but the search function on this forum is crap.

     

    EDIT: found them, and it doesn't look as definite as I remembered so that's good

     

     

     

     

     

    I could see this for a sequel (if we do one).

    Will you guys look into using the Unity 4.6 UI system for a sequel because it's a lot faster to develop with than NGUI and it's WaAaAAAAy better at scaling 2D assets.

     

     

    We will have to evaluate it at that point. It may be very easy for us to convert everything over... or it might be a nightmare. Hopefully the former.

     

     

     

     

     

    I don't know what our plans are going forward but, I do know we are shipping with the version of Unity we are currently using (4.6).

     

    Just for some insight, last time we upgraded Unity, Dyrford Crossing mouse collision handling broke on a lot of little plant containers (as is with beta version 435). It took us a few weeks to diagnose the problem and find a solution. But that's the kind of unknown mystery that can crop up from upgrading and why it would be dangerous as of right now to do so.

     

    I agree with Sensuki. Could you consider this for the expansion?

    Shadows Heretic Kingdoms is considering it for Ogre3D, I'm actually also helping tongue.png

     

    To be honest, I can't imagine doing this for the expansion. It would be a very large amount of work to do this and we would need to pour a bunch of resources back into the base game to make everything play nicely. I guess anything is possible, but there are many other things we would rather spend programming time on for the expansion.

     

    I could see this for a sequel (if we do one).

     

     

     

    I don't know what our plans are going forward but, I do know we are shipping with the version of Unity we are currently using (4.6).

     

    Just for some insight, last time we upgraded Unity, Dyrford Crossing mouse collision handling broke on a lot of little plant containers (as is with beta version 435). It took us a few weeks to diagnose the problem and find a solution. But that's the kind of unknown mystery that can crop up from upgrading and why it would be dangerous as of right now to do so.

    • Like 1
  7. I don't know what you guys are talking about; a lot of the game content of PoE is externalized, including models, maps and localization files.

     

    Just because the community hasn't made tools to manipulate stuff yet doesn't mean it's hard to do.

     

     

    I expect the first minor community content pieces like new companions around the end of the year.

     

     

    You're wrong. Extensive Modding for PoE requires Unity 4.6, which costs a lot of money. I think this is the main reason why we won't see many big mods like the Baldur's Gate series had. 

     

    Unity 5 is free, but Obsidian already stated that it would be too much work to port the game to Unity 5. IIRC they even stated that potential sequels would use Unity 4.6.

     

    So yeah, not too optimistic about that really. 

  8.  

    FYI I just uploaded IEMod 1.11 where I've attempted to improve this.  The AI is more proactive about switching to a different target when it is having trouble reaching its current target.  There are still times when an enemy will just inexplicably stand there doing nothing--I've not yet tracked down the cause of that.  But it does seem to play less ring-around-the-rosey now.

     

     

    Man this is fantastic! Thanks for your work. 

     

    I said it in another thread as well but we could REALLY use a separate sub-forum dedicated to modding. 

     

    I'm sure lots of people are missing out on the latest mod updates because the info is scattered everywhere. 

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