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Ichthyic

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Everything posted by Ichthyic

  1. you watch, someone will pop into this thread and try to tell you it's all about your hardware... your hardware should be able to handle running at 100% for hours on end! when they do, and they will... ask them if they constantly drive their car in first gear so they can enjoy the whine of their engine at max RPM. really, the problem is that Obisidian refuses to program their levels properly. they never read the manual on how to develop levels in unity efficiently. no, really. there are plenty of devs than can make perfectly acceptable isometric view-style games in unity and NOT cause these huge performance issues. I spent many, many hours on the unity forums after PoE came out and had the same issues. watched indy devs talking about how their simple levels ate up too many cpu cycles and they couldn't figure out why, and a patient unity dev would eventually pop in to tell them they didn't pay attention to how they utilized resources in their levels. and no, this is not an easy fix AFTER you have fully developed a level, as the assets need to be properly reworked, which really means redoing the entire level again. many programmers who work with unity figured this out long ago, but for some reason, Obsidian either refuses to hire competent programmers, or train the ones they have. they are a very creative bunch, but TERRIBLE programmers.
  2. for me, i get best results by completely exiting the game, reloading just before combat, and then activating combat. seems like the longer the game runs, the more likely this particular error will occur during any random combat. i have... over 200 saves already, mostly because I remember what happened in PoE 1 when I didn't save every five steps (usually a bug made me regret not saving).
  3. it's not just the seagull, any pet can do this. i had no less than 3 "perma party buffs" from pets at one point. I had to remove all gear from my party, and respec everyone to get rid of it. and of course respeccing removes all your watcher abilities and any paid for trained abilities, so it's hardly an acceptable solution for clearing effects that shouldn't be there.
  4. I discovered you can pickpocket Torkar (Ogre pirate) for her items.... including her head. yes, you can pickpocket her head. she doesn't seem to mind. It even fulfills the quest bounty. pretty sure this isn't intended behavior though, as I can't recall that ogres have the ability to regrow heads.
  5. I get this happening most consistently when I one shot an enemy in the first round of combat. in fact, i can reproduce that 100% of the time using abjuration on a low level spirit using my main character. EVERY time I use abjuration and the result is the death of a spirit... it doesn't die, but stays there, untargetable and combat continues indefinitely. so if you are looking to easily reproduce the error, try that. btw, this is the EXACT same thing that happened when PoE 1 was released, also fyi to see if that info speeds fixing this, and also as a chiding that since this has happened before, and was fixed, it should not be happening again. sloppy programming. just... fix it.
  6. it's a minor issue, but while the paladin flames of devotion is a full attack (meaning it applies to both weapons and whatever base damage they have), annihilation is NOT. it's a primary weapon damage attack only, which means if you want to max your raw damage output, 2h is the way to go. I'd say overall it balances out pretty well, since while you are doing far less raw damage with a dual wield setup, you are likely attacking more often. it just depends on how important doing raw damage is to you. frankly, I have yet to see that it is critical at all, so people could do fine with any build they like in this game, even on PotD difficulty... WITH full scaling. if you did well in PoE 1, this game is actually a bit easier overall. bottom line, it doesn't matter. one handed, two handed, dual wield, ranged... they did a pretty good job of balancing out the amount of total damage each build can do, it just boils down to rpg preference really, which I like quite a bit. right now, oddly enough, the only builds I have seen that are really "OP" are some of the monk builds, and mostly because they take advantage of a glitch: the repeat attack chance that can daisy chain. that will likely be fixed in a patch.
  7. OK, I've been playing this build for a week now. here's the thing: when you use soul annihilation, it will do less raw damage the more OTHER damage effects you have going on at the same time. example: you hit a target with shared flames (instead of eternal devotion). you build up to max focus, then next round you hit with annihilation. you will do the physical damage of the weapon, plus max raw damage (up to your current max focus). so if you hit for say 30 base damage, and your max focus is 60 it will add 60-90 raw on top of that, depending on if crit, roll of dice, etc. NOW, if instead you hit with eternal flames, that is gonna add 10% of your base damage as fire damage to your next attack. instead of adding that to the raw damage when you hit in your next round with annihilation, it SUBRACTS from the raw damage you do. so, again if you did 30 base damage, you would have 3-5 fire damage on top of that, which subtracts from the raw damage which will then be about 55-85. and it adds up. the more damage bonuses you have going when you hit with annhilation, the LESS raw damage you will do. you still do the same total damage, but less of it will be of the raw type. interestingly, the game recognizes you have spent less than your max on raw damage, and REFUNDS that as focus points! so instead of having zero focus after an annihilation attack where you had other bonus damage types, you now have a percentage of focus left, based on the percent of only raw damage the attack inflicted. so, again, say you had a weapon that has bonus 20% crush damage + 20% corrode damage built in. you do your eternal flame strike, which will give you a 10% fire damage bonus on your next strike. so now, 20% of your next strike will be crush, 20% corrosion, and 10% fire. meaning when you hit with annihilation, you will do 50% bonus raw damage on top of the other bonuses, and be left with half of your focus points remaining. what does this all mean? well, what it means is that the inquisitor is extremely well balanced and not op at all, since damage bonuses apparently max out at 100%, and must split if they would go over that. so, you will need to plan ahead. if you want more focus to be left over after you do annihilation, and are facing an enemy that is not resistant to fire or other damage buffs, use a weapon that already has buffs aside from base damage on it. if you want sheer raw damage, and don't care about using all your focus, use a weapon with NO + damage buffs on it at all, and use shared flames instead of eternal, since there is no lasting damage buff. yeah, I know, it sucks you can't do 400% bonus buff stacked damage, but clearly the intention is to balance this out, and make sure there is a limit to how much raw damage you can add. I rather like what they did, actually. you can plan ahead to have some focus left after an annihilation attack to use spells, should you so choose, or not. do all physical + raw damage, or mix and match. just saying that it's not as OP as I have heard mentioned in places, while at the same time, being able to add significant raw damage is almost always a good thing. also, FWIW, goldpact paladins seem to get the most class related dialogue options and are a good choice overall. bleak walkers do the most damage, but have very very few dialogue options (otoh, lots and lots of opportunities to boost aggressive and cruel dispositions in general via dialogue).
  8. chiming in. this bug is a major irritation with the current 1.02 version. also? I remember this EXACT same bug from the release version of PoE 1 as well. took 4 patches to finally get rid of it. but you'd THINK they would have recalled what caused it and maybe... NOT repeat the same mistake? go figure. FWIW, I think the death check script is being bypassed by repeated hidden error messages that build up over time. I usually can get the combats to go correctly if I exit the game completely and restart. usually.
  9. oh, would that it be only the case that the animation was stuck on standing. half the time I do combats, at least one enemy remains not only unattackable after killing it, but continues to attack me for several rounds. this most often occurs when I take an enemy out with a single hit in the first round of combat. it's like the game skips over actually KILLING them. it's gotten hugely irritating. sometimes fixed by completely exiting the game and reloading. I saw the same exact bug in the release version of PoE 1. you'd think they would have remembered, and not repeated the same mistake.
  10. I actually DO have the last ingredient in my inventory. Don't know, how and where I got it. I did not buy it from Jacob though. The last ingredient is the fire kelp extract, and what happens is you can detect the trap on the container it is in if you have high enough perception, and thus get it BEFORE you are told about it. this breaks the quest if you already have all 3 items when you go to talk to Rosenella. to fix it, simply reload the autosave on entering the area where rosenella is, and DON'T buy the green palm nut until after you have spoken to her. then the quest works fine. if you have no saves without all 3 items already in your possession, then you will have to use a console command to remove one of them, then add it back in after you speak to rosenella. easiest if you use the console mod over at Nexus mods.
  11. Worthless Idiot appears to be just that. I notice that not only does the game NOT recognize him as being in any position you put him in on your boat, he gains no experience. at all. no wonder the townsfolk looked at me askance for taking him on my crew. I thought they were just Imp-Phobic
  12. Can't get the launcher to work properly. Pillars won't load, just a black screen with no audio. I tried that mod framework. it uses an injector and it's really hard to use anything else with. instead, THIS is a much, MUCH better use of the injector: https://www.nexusmods.com/pillarsofeternity2/mods/2?tab=description&BH=1 that will let you basically mod almost anything in the game, from making custom classes for your companions, to customizing any usable item with whatever effects you want, and does not interfere at all with data based mods (the ones that go in your override folder). and the author updates it daily.
  13. I definitely found myself singing along to "Berath's Wheel" it's very much like the longboat rowing songs we sang when I taught Maritime history long ago.
  14. was there ever any response? because.. yes, it's broke. absolutely 100% sure of this.
  15. no, damage is NOT random, it's a range. if after repeated attempts you do not see ANY relative increase in damage, that makes it pretty clear. you get that, right?
  16. Sadly, no. complete reinstallation, from scratch, even installing the 3.01 patches, in the proper sequence, and then the 3.02 patches, in the proper sequence... DID NOT FIX THIS PROBLEM. I got zero errors during any of the installation or patch updates. still have pink textures in the mines. gamestopping bug... yet again. when will this EVER end? I have replayed this game 5 times from the start, and not once have I ever actually seen the end of it, because I always run into some bug like this, finally get frustrated beyond what it's worth to continue playing, and dump the game for something else and after a few months, try again. It's been well over a year now... still have never finished this game. It sounds like Gog is to blame for this one though. I will never buy a game from them ever again, sadly, and that is entirely to do with how they do their patch updates for all their games, not just this one. And because 'game galaxy' is really really terrible. I suppose since this likely will not be fixed in any reasonable time frame (since I appear to be the only one still reporting this as a bug), I will have to rewind my install to the 3.01 version and give up on the fixes that were introduced in 3.02. *sigh* I'm absolutely sure this is just a simple pathing issue, as in someone forgot to add the right path to a texture in one of the files, but since the game is so obscure to mod, there is no easy way to tell which file that is, or even if one knew, how to mod it to fix the problem themselves.
  17. that's not a standard game file. I don't have that file in my installation, for example. try this though: copy the file to an outside directory, then delete the original. try installing the patch. if that works, copy the backup you made back into the proper directory.
  18. yes, it shows up in the combat log. No, it does not appear to actually add damage. that is the problem.
  19. I wiped my version of caroc entirely, and replaced it with, of all things, a 3.02 unix version that someone gave me, which worked just fine for my windows version of the game and allowed me to do a no-error install of the 3.02 patch. after that, she was fine. but, since I have the "pink mines" issue, I'm currently doing yet ANOTHER (third times the charm!) full reinstall from scratch and see if that smooths out all the remaining issues. fingers friggen crossed.
  20. you might want to look at some of the sweetFX mods on Nexus mods, could be that one of those makes the changes to shadows you want.
  21. ah, thought it was the soulbound one. and no, all the blast damage is affected by weapon bonuses too, and affected by dr in the same way.
  22. sad. I was actually hoping it was the description that was wrong, and it was really intended to last the whole combat. after all, it's not exactly easy to get.
  23. no, nothing will happen to your save files or game settings. to reinstall, grab the latest full installs of all 3 parts of the games, then install each in order. then, install the latest patches, again for all parts, again each in order. if you do not do this, things break. blame gog. also, like the others, I simply installed all 3 of the latest gog patches, and still got this error. there is definitely something wrong with the latest series of patches from Gog. that said, I am right now experimenting with *Just* reinstalling the WM2 addon and patches to see if that fixes the problem as well. EDIT: nope. reinstalling WM2 from scratch does NOT fix this problem. *sigh* will have to spend yet another hour reinstalling the entire game from scratch. *shakes fist* this better be the friggen end of this crap.
  24. it's a purple-mottled colored potion you can buy from various vendors. basically if you would normally be outright killed by an attack (not knocked out... killed), it will instead resurrect you with about 50 endurance. i found exactly ONE use for it in the whole game: when I was upgrading Wydwen's 2h by reviving the same character 5 times in a single combat. you can actually get pretty close to that character outright dying if you aren't careful, but that potion makes it a tad safer.
  25. open the console. type in: freerecipestoggle you should get a message in the notification window that it's now "ON". this state is persistent through reloading a save, but will reset when you exit the game. enchant away with no limits. it will still take your ingredients and cash, if you have it, but it will not fail if you don't either (you will go into negative cash values, though not negative ingredients). so you can limit yourself that way, and act like you took a loan from the bank you have to pay back, or else just use the giveplayermoney command and rebalance your finances when you are done enchanting. no cap on how many enchants you can put on an item, except for simply running out of enchantments you even can put on an item. so you can, for example, make every weapon legendary, with all elemental lashes, and all slayer abilities (figured the estoc you get from reforging all the parts from the endless paths was worth this treatment). or make your armor legendary, with all +2 bonus stats, and all the various proofs. nothing stacks, btw, it will simply replace your previous enchant if you enchant the same thing twice, or if you enchant with a more powerful version of the same kind of enchantment (so +1 con is replaced by +2 con). in the end, it's not as OP as you might think, since you usually are only attacking/defending against one monster type at a time, and usually they have resistances to one or another damage type. I look at it more like just making sure your favorite weapon can cover all the bases and you don't have to swap all the time. OTOH.. all 4 elemental lashes on a legendary kith slaying weapon....against kith... can be pretty brutal. of course, you can use the additem command to get yourself a "clean" version of any item and start over again. as to adding custom lash damage... you would have to edit the primary game dll file, which you can decompile, but you might have issues recompiling it correctly if you make changes to it, since it has some security codes built into it as well. I've seen people do it, but they typically will edit it in directly in assembly code... way beyond my abilities. still, if you are REALLY curious... there are a couple of mods on Nexus Mods where the authors did just that. go check out the "unnerf ciphers" mod.... that is a direct modification of the main game dll file that seems to work... well, pre patch 3.02 anyway.
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