Jump to content


  • Posts

  • Joined

  • Last visited


3 Neutral

About PreacherJayne

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Profile Information

  • Steam


  • Deadfire Backer Badge
  • Deadfire Fig Backer

Recent Profile Visitors

182 profile views
  • wih

  1. You know, I didn't actually check if they were in the filesystem (though I doubt they're sitting around loose). You'll probably have to extract them with the asset extractor, and idk how you'd import them back in.
  2. Sorry for the late reply, forgot to check the forums. https://github.com/DerPopo/UABE
  3. Oh sweet, I saw that in the code but wasn't 100% that would work. Thanks for checking!
  4. Sorry for the late reply. Try: assets/art/character/creatures/antelope01/a_antelope01.asset assets/art/character/creatures/bear01/a_bear01_v01.asset assets/art/character/creatures/bird01/a_bird_astral.asset assets/art/character/creatures/bird01/a_bird01.asset assets/art/character/creatures/bird01/a_bird02.asset assets/art/character/creatures/bird01/a_bird03.asset assets/art/character/creatures/boar01/a_boar01.asset assets/art/character/creatures/boar01/a_boar02.asset assets/art/character/creatures/lion01/a_lion01.asset assets/art/character/creatures/lion01/a_lion02.asset assets/art/character/creatures/stag01/a_stag01.asset assets/art/character/creatures/wolf01/a_wolf01_v01.asset Let me know if any of those work/don't work.
  5. Ahhh, I thought that applied only to stringtables. I'll try it out.
  6. I have a mod that enables the player to always flee when confronted by a ship (or when encountering a ship and choosing to retreat). It works by modifying re_si_ship_combat.conversationbundle. When I modify the conversation file directly, it works fine. When I place it in Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override\always_retreat\re_si_ship_combat.conversationbundle, it doesn't for some reason. Does the override path not apply to conversationbundles?
  7. The models live at (I think): assets/prefabs/characters/character_templates/creature/animal_companions_npc/cre_ranger_antelope.prefab assets/prefabs/characters/character_templates/creature/animal_companions_npc/cre_ranger_bear.prefab assets/prefabs/characters/character_templates/creature/animal_companions_npc/cre_ranger_boar.prefab assets/prefabs/characters/character_templates/creature/animal_companions_npc/cre_ranger_lion.prefab assets/prefabs/characters/character_templates/creature/animal_companions_npc/cre_ranger_stag.prefab assets/prefabs/characters/character_templates/creature/animal_companions_npc/cre_ranger_wolf.prefab Not 100% sure that this is looking for, so feel free to ask more questions/give more details as needed.
  8. Here's what I've got. Looks like the hair may be built into the Pallid Knight model, so I don't know how useful that'll be (or if I'm even looking at the info you're looking for).
  9. Unfortunately yes. Technically you could replace the game's Assembly-CSharp.dll with the modified one created by the Patchwork launcher, but since you'd have to recreate it anyway to change mods, it's easier to let the launcher do the work. The launcher restores the default DLL after you exit the game so that you can start it from Steam/GOG/etc unmodded. Also, if the game updates on Steam/GOG, you should wait until the launcher has updated as well before using it again.
  • Create New...