
PreacherJayne
Members-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by PreacherJayne
-
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.
-
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?
-
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.
-
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.
-
Insolentius: I haven't found a console command to enable that yet (see the whole list here: https://gist.github.com/SonicZentropy/f3711d2fa9b547a05cd2496077fda42d),because the difficulty scaling command seems to refer to something else in the code. If it really isn't there, I can add a command to do it.
-
I've tried it -- but I also wrote it SonicZEntropy expanded it to include character level icons, so the mod you want to enable is DifficultyIconsAlways. That will always show difficulty indicators for characters, I believe (instead of basing it off the Difficulty Indicators option in the settings menu). In the next couple of days we're going to coming the mods so that both character and quest level icons can be toggled based on the options menu.
-
Deadfire: Would you like to know more?
PreacherJayne replied to Tattyblue's topic in Backer Beta Discussion
With priests picking spells upon level up, does that mean their spells no longer cover all afflictions/inspirations by default? If anyone has a link to an overview of how they've changed, I'd appreciate it. -
Description: While in the Dyrford Ruins, I accidentally triggered two traps -- once (stupidly) while in stealth, and once out of stealth. Combat started, one of my characters died, and I got a NameError in the message log in the lower right-hand corner of the screen. This really isn't a big deal, but it might be worth looking into. Steps to Reproduce: I can't verify that this works consistently for the two traps in question, because I wasn't able to load a save file where I had not triggered them. When I triggered the traps (the first by opening the container not in stealth mode, and the second by walking over the trap in stealth mode), I saw the NameErrors. Important Files: Unfortunately, I might have screwed up and run the game again, overwriting output_log.txt. I don't know if the NameErrors are in the attached file or not. Sorry about that. screenshots and output_log System Specs: See linked file for system specifications.
-
- bug
- Dyrford Ruins
-
(and 2 more)
Tagged with: