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Ichthyic

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Everything posted by Ichthyic

  1. just resurrecting this, as it comes up in searches still... as of 3.0 + version of the game... the adra dragon is immune to petrification.
  2. i kinda just did. not a poke at you, mind; as you say, you're just the messenger.
  3. ^^ this. also, you can put any character up front, and the cipher has a few talents to make it more survivable (stealing damage resistance and stats from enemies, plus time parasite, for example), but also remember they have a much lower health and endurance pool than most other characters. definitely on a par with rogues, and I agree with the persona above who suggests treating them like rogues. it works out very well; they even have the right skill bonuses to treat them like rogues for trap/lockpick duties. use the quick switch talent, use penetrating shot mode, armsmaster, and swap between scon's roar and leadspitter, and have resolution/bittercut in your main hand, and your favorite stilleto or club in your offhand for your third weapon slot. use ryona's bracers, and the belt that reduces you swap time another second (and gives you accuracy on traps and a bit of dex too boot). those will do you well. ciphers can do almost as much damage rigged like this as a rogue does, plus so many other benefits. but tanks? sure... you could... but certainly not the best choice, and quite risky.
  4. are you sure you weren't in stealth mode at some point? Kana won't start chanting while in stealth mode... for obvious reasons.
  5. also, it's the same thing you get from reading a scroll of survival bonus. those would be rather pointless unless you could then rest using the buff from the scroll.
  6. actually, the patch updates everything except the files it notes are the "wrong version", so you can save yourself even more time and just ask for the 3.02 versions. and I can give you those: https://www.dropbox.com/s/hvvgibtwkvldgzi/llengraths_safeguard.unity3d?dl=0 https://www.dropbox.com/s/llb2on520qgxdk5/wizards_double.unity3d?dl=0 in fact, I'll trade ya. can you upload your 3.02 copy of companion_caroc.unity3d , or even your 3.01 version - either will do? thanks
  7. I don't even think it works at all. I see no difference in damage between that and a similarly enchanted normal pistol, on any attack. also tested against ducanale, and every time each of them crits, ducanale always does more damage. at least fellstroke has the stealth bonus working.
  8. Hey all... I'm unable to update my devil of caroc to 3.02 (keeps saying she's the wrong version), while everything else updates fine. can someone upload (dropbox) their current 3.02 version of: companion_caroc.unity3d it's in: (wherever you installed the game directory)\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle thanks.
  9. I did not have this problem with 3.01... but it has appeared now with 3.02. when she does move... it's a glide instead of a walk, and she vibrates when standing still. otherwise... yeah, she fails to move at all unless I select her individually and repeatedly click on her to move somewhere. will try reinstalling the white march 2 3.02 patch again, and see if that fixes it. nope. says I have "the wrong version" of caroc. everything else goes ok. hmm. I wonder what version it's looking for?
  10. use the asset bundle extractor, follow the instructions as if you were editing stats for party member (IOW, the file you will want to dump is likely the largest monobehavior file contained inside the asset bundle file) start here for a basic guide: https://www.reddit.com/r/projecteternity/comments/490vwk/good_news_everyone_theres_a_way_to_permanently/
  11. I don't get why anyone would comment on a mod that changes godlikes if they don't ever plan to use one... but whatever. that said, I'm far more interested in HOW you (Alexis) made this mod, instead of the details of it. if you get a few minutes, can you post a small guide? I'm sure it would be helpful to those of us who want to mod other things as well. cheers
  12. my guess would be the only thing you can mod for that talent is how it displays on the text rollover. the core code for it, and most talents, are embedded in the csharp dll that is the main file for the game, and you can't edit that with a unity bundle exractor unfortunately. but other than that... you can certainly try. find the talent in the prefabs folder, and open it in the asset bundle extractor. find the largest monobehavior file, and dump that; it should contain the data for the talent that you can edit.
  13. it worked fine with 3.0 and 3.01 games. no longer works with 3.02. expect the author will update it soon.
  14. @maydawn. you would have to edit the main csharp dll for the game... which is inordinately difficult to do, and the devs here will of course not help with that, since it contains a good portion of how their game engine works. you'll have to find someone who knows how to edit the file directly, I'm afraid.
  15. "However, the compiling using ilasm is stopped near the very end at the 1st byte array" security code is built into the file. How people work around this must be to use an editor that does not decompile/recompile, but instead edits the assembly code directly. way above my paygrade.
  16. yeah, my biggest letdown with PoE is primarily how hard it is to mod. OItherwise, it's probably the most comprehensive iso rpg ever. a lot of key features are bundled into Assembly-CSharp.dll, and as you have seen, it isn't exactly an easy thing to edit. there is a mod on Nexus where someone edited that file to make changes to the focus levels for ciphers... but they are unforthcoming on how they did it.
  17. running windows 7 64 bit... worked fine for me. have edited not just companions, but some talents too. though sadly, a lot of talent data is coded into Assembly-CSharp.dll and I have no clue how to edit that.
  18. Exactly. If the traps did little damage, people would just walk thru an area without a care in the world. If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party. that's crap. raise your hand if you found the level 14 trap on the first level of the forge? yeah... that is UNDETECTABLE, unless you have at least 12 mechanics up and running (i tested this, repeatedly... 11 is not good enough to even detect it... has to be at least 12), and you can't get close enough to disarm it without triggering combat. 1st time I ran across it... I literally RAN ACROSS IT, and for fun and lulz... it wiped out my entire party AND the entire enemy party at the same time... yeah, ONE trap did that. it was a level 14 poisonous cloud trap. my entire party was level 15 at the time... all dead. no, sorry, you suckers are just plain wrong about this. it's nutz. Horsesh*t. It is NOT crap. When I absolutely, positively want to find every trap, I have a Rogue in the party who has as much skill in Mechanics as possible. If you want to run around with a sub-par traps "specialist", be my guest. But you shouldn't get any freebies for doing so. And no, it's you who is wrong here. You just want a free pass to find and disarm every trap with sub-par "rogues". LOL this assumes you have some idea where there are going to even BE high level traps... but unless you've played the game before... you don't. that's the damn problem... you will find level 14 traps in areas where all the other traps are 6 or 7. then, when you detect the lower level traps, you assume you have the right skill level for the area... but it ain't so. And it's not that traps are dangerous.... it's that they can cause complete wipes.... even the little ones. look, you really are not even listening. sub par rogues? WHAT ROGUE HAS LEVEL 14 MECHANICS AT LEVEL 7? run along.
  19. Exactly. If the traps did little damage, people would just walk thru an area without a care in the world. If the designers want to make traps matter, they have to hurt enough for the players to bother having a well skilled traps and locks specialist in the party. that's crap. raise your hand if you found the level 14 trap on the first level of the forge? yeah... that is UNDETECTABLE, unless you have at least 12 mechanics up and running (i tested this, repeatedly... 11 is not good enough to even detect it... has to be at least 12), and you can't get close enough to disarm it without triggering combat. 1st time I ran across it... I literally RAN ACROSS IT, and for fun and lulz... it wiped out my entire party AND the entire enemy party at the same time... yeah, ONE trap did that. it was a level 14 poisonous cloud trap. my entire party was level 15 at the time... all dead. no, sorry, you suckers are just plain wrong about this. it's nutz.
  20. Anyone else find it ironic that you get your only monk companion in white march... which is surround by areas that have a lot of blunt resistant or immune foes (flesh constructs, ice blights, for example)? I'm pretty damn sure they planned it this way. also, you get the greenstone staff here, so you can make yourself doubly ironically frustrated if you give that to your monk to level up! A chanter can be helpful support here, if you use the +25% fire damage chant. that goes on the base weapon damage, of which monks have the highest in the game so it adds a fair bit of fire damage... which, go figure, both constructs and ice blights are vulnerable to, so it makes your fists (short or long pain version) still do some damage. so, bring a chanter along when visiting white march if you are a monk, or plan to use zahua. I've found that in most combats, the fire bonus chant pretty much does the same net damage (sometimes even more) as the dragon chant, so long as you are hitting things with weapons more than casting spells.
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