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NineCoronas

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About NineCoronas

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  1. I left a comment on this article questioning why the article did not include screenshots of Erika's multiple '#killallmen' hashtags and pointed out that it was biased reporting... at which it was deleted and an immediate ban slapped down lol.
  2. I correctly guessed it on the first try. It's remarkably similar to the 1st level of Watcher's Keep.
  3. This is the most solid launch I've seen in a long time. And not one of these bugs left the game unable to be completed, so none of them are in fact, game-breaking. People throw that term around without knowing what it really means. The closest I can see fitting that bill is the double-click equip making it more difficult to fight battles. Game runs smoothly, beautifully, is getting very good support right out the door. I love it and am very appreciative of it.
  4. Hmm, I was using AttributeScore to alter the companion's stats to something more agreeable, but now it's stopped functioning on anyone but the player.
  5. Yeah this has come up a few times in this thread. It isn't really a good solution. It's buggy, it breaks things, it disables achievements, it is at best, a workaround. It's worked fine for me as a substitute for a mod; also, I'm pretty sure IEMod specifically will not disable achievements. Adding in a respec is beyond the scope of whats needed, and I feel like the character's race,sub-race, and background choices should be left untouched. There's really only one thing I think NEEDS to be addressed: The trash-tier attribute distributions. And two things that would be nice to change: The Talent Choices, and the skill choices as they level. A respec from level 1 would be nice, but that's not fixing a problem, that's adding a whole new feature... Lets try to walk before we run. This is exactly what I was aiming for when poking around in there. Generally with the idea not to 'cheat' (distribute more than they should have), for the distribution to not break their character (Aloth doesn't end up with 22 con, for example), for them to be on-par with storyless hireling's of their type. With some testing, possibly see if setting their level to 0 will allow you to level them up when you pick them up, otherwise a script would have to be created (huge bag of worms) to manually reset it to zero when they enter the party, or another option would be to change their ability progression charts to make more sense.
  6. Do fire enchantments cause the weapon to drip with flame? Neverwinter Nights did this all the way back in 2003, and before that, Baldur's Gate did it in the sprite world of IE.
  7. Having just came off the heels of a full Baldur's Gate Trilogy playthrough, with mods included, right into PIllars of Eternity, I can say with certainty that Pillars of Eternity is superior as a whole. On the individual level, Baldur's Gate 2 has Viconia and PoE doesn't, but I can't fault it for that.
  8. Some observations about possibly modding the starting characters: 1) That level-scaling you mentioned seems to be handled by the alothabilityprogressiontable.unity3d file located in the same folder as companion_aloth.unity3d is found. 2) In Unity, using the helpful Pillars of Eternity Asset Editor, I noticed when pulling up the companion_aloth.unity3d file that some of the information saved within isn't 'retrieved' and read correctly by Unity. For starts, in the Companion_Aloth Object resource there seems to be some missing/invalid entries that I think are due to missing resources in the project. Such as the data feild "Controller" below avatar saying "None (Runtime Animator Controller)" (sounds bad to me). There is also a 'tab' if you scroll a few paces down named "(Script)". It gave a message stating "The associated script can not be loaded. Please fix any compile errors and assign a valid script.". This is where I hit a wall due to a lack of familiarity with Unity or how these things work. Additionally, on the Asset Editor website it mentions that 'materials' won't load their preassigned shaders, so that when you save the project and load it ingame, those objects will instead appear solid purple. Characters appear to have plenty of material resources missing their shaders when loaded in the PoEE. Unfortunately, I wouldn't know where to begin to assign them. Browsing through the PoEE provided shaders doesn't provide any intuitive answers. This leads me to believe that the process, at least using the current tools, would be a bit more involved than simply editing a few numbers. Which would be fine with me if I knew what I was doing xD
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