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Gairnulf

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Everything posted by Gairnulf

  1. My request - make it easier to mod the music. Files converted from wav to wem using the current Wwise version (2018.1.4.6807) still don't work in the game. I understand the issue is with some Wwise licences which don't match between the game and the converted files?
  2. I came to report the same issue, and I ran into it with the same combat encounter, the Enchanted Armor.
  3. I remember seeing someone managing to replace the current voicesets with their own through some convoluted methods, but I haven't seen anyone adding a new voice set. So I imagine it's even more complicated. There is a mod on the nexus that explains how to do it. Ah, nvm, Melycinya has linked to it.
  4. No equipment weight and fatigue are quality of life changes IRL, not in a game. In the game, they were just features that were dropped, because no one knew how to implement them properly.
  5. I'm on my second playthrough, and with three gods' challenges, and it seems that when SSS comes online, I'll still be a long way from the recommended level. As far as I remember this was level 16. Is this correct or is it a different level? I want to get into the expansion as soon as I can without being underleveled, and since I'm playing with gods' challenges, the scale only upwards option is on.
  6. The PoE "Sinister" which I imported back into Deadfire. The Critical Role voice sets are good if you are aiming for a more light-hearted feeling character. The generic voice sets are pretty bland, lacking character. I also find it very disappointing that they even use the same lines across different voice sets, was it so difficult to come up with different lines for different characters?
  7. Depends how overleveled you are for an encounter. But even with Scale only upwards, I had cases where I would spend less real time (thanks to not having to pause and target abilities) by just autoattacking with everyone.
  8. I did it, for 105 hours. It definetly affected my plans for what I want to mod about character abilities in general, and about fighter types in particular. Also, imagine my shock when yesterday I found out that many battles are over faster by just select all and auto attack instead of pausing and using spells (abilities).
  9. I have this problem with the Paladin and eternal devotion. Try repositioning him near the enemy until he stops glitching. I also had an issue in some BoW areas when my party would spawn "under" the area plane. I would see their outlines, same as when they are passing behind a building, but otherwise they would be invisible.
  10. Get ready to bookmark this page because for once, I'll be pouring superlatives. For the last few days I've had an enormous amount of fun with Beast of Winter, far beyond my expectations. Rarely has any cRPG given me this sense of actually roleplaying, like in a PnP game, in the way in which this addon module did in the 20 hours it took me to complete it.* What's the greatest thing about Beast of Winter? Something that Obsidian has been trying to achieve since PoE has been to recreate the feeling of playing a D&D module, same as the Infinity engine games did. And if Obsidian came close to
  11. Sorry for the lack of replies, been quite busy with work lately. I'll find some time to test out the abilities editing tonight.
  12. It happens to me too. I even reinstalled once. I should have checked here first.
  13. It is possible, but I doubt I'll ever get to doing such a feature, because there are so many free programs that can do the same. Here is one for example. It's just a huge luxury when you are coding something in your free time I have other QoL features in mind though, which will be unique and will make editing a lot easier. There is an online JSON editor which is also available as a Chrome extension. It's great for searching and for quickly formatting the gamedatabundle files.
  14. In reply to the OP - PoE was equally lacking challenge with its rest system, unless the player instituted some house rules regarding resting and backtracking. For example, I would restart combat on a knocked down party member, or abstain from resting until a character's health bar turned red. In Deadfire, we have the effect of every ability being per-encounter, which I like to call "the game rest-spamming for you", because after every fight where you had no KO's, all your resources are replenished as if you've just rested. I will play Deadfire on Veteran with scaling only upwards, an
  15. I'll test this out, it could be some error on my end. I don't think there is a tool for that yet. I'll make a section for items.gamedatabundle objects, though that will come after I'm done with other tasks - global.gamedataobjects, revisiting abilities to add forms for specific ability types, adding a sort field on object lists, possibly some layout improvements for better readability. I also have stuff to fix on the upload screen.
  16. Good to know, though I'll stay away from the beta patch anyway. I spent quite some time with the BB of PoE and this had some part to play in that I ultimately disliked the base PoE, before expansions. This time I'm going to be just a customer (except for the modding tool work).
  17. How so? I'm on GOG also and I already play with the beta patch. I guess you are using Galaxy because I don't see the beta patch in the list of downloads.
  18. Preload comes with the caveat that you have to wait for decryption when the game unlocks. With a big game such as Deadfire (40GB), again thank you Feargus for the full VO, the decryption can take about as long as the download did. I am for GOG all the way because I like the luxury of being able to just download, install and start my game from the desktop and run nothing else but my game. But that's me. I have the impression that an unusually large proportion of Deadfire's sales are on GOG, I'd love if someone from Obsidian could confirm. Regarding the waiting for patches - check ou
  19. Yep, what Seroster says. I'm pretty sure I answered this question once, though I think it was on the Codex. It's also explained as a "Tip" in How-To #1 - Simple Edit & Export I am still planning to make a search feature. It's pretty simple with Angular's patterns, but I want to enable Global.gamedatabundle objects for editing first.
  20. Regarding patch changes being reflected in the editor's defaults - I've got the game on GOG, so when the patch is out for GOG, I will update the defaults to their 1.1 state. Eventually it will be possible to revert to old versions of the gamedatabundle files too.
  21. The quick answer is, depending on the mod file you want to edit, if the modded objects all belong to the same vanilla file, renaming the mod file to the respective vanilla file's name will let you load it into the editor. If the modded file contains objects which belong to different vanilla gamedatabundle files, you should either split the objects into different files and load them separately, or load the same file into multiple Load Data screen forms. The editor currently checks the filename of the file you are loading and determines which database to fill with the file's data. I know th
  22. Recovery times are now editable. They are in the "Attacks" section since they are in attacks.gamedatabundle.
  23. I've updated the GameDataObjectTypes class to reflect the different types of objects in abilities.gamedatabundle. Here is a relevant excerpt: // Abilities.gamedatabundle types LINKEDEFFECTABILITY = 'Game.GameData.LinkedEffectAbilityGameData, Assembly-CSharp'; PHRASE = 'Game.GameData.PhraseGameData, Assembly-CSharp'; // Doesn't have a GenericAbilityComponent Component ATTACKLOWESTDEFENSE = 'Game.GameData.AttackLowestDefenseAbilityGameData, Assembly-CSharp'; // needs additional form controls AURAABILITY = 'Game.GameData.AuraAbilityGameData, Assembly-CSharp'; // needs additional
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