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PreacherJayne

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Everything posted by PreacherJayne

  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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
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