
Hoo
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Everything posted by Hoo
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I have an opinion about Concelhauts Draining Touch; Instead of removing from the game, I'd like to suggest making this as a regular Summon Weapon that lasts xx seconds, with some adjusted(probably need to be nerfed) value of the each effects, such as base weapon damage. This weapon has similar effect with Concelhaut's Parasitic Staff, aka health draining, while the Draining Touch is 1-handed weapon, which is quite unique imo. I think nerfing the weapon damage and the debuff effect(from Weakening to Sickening) would be enough adjustment for it.
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GlobalGameSettings changes
Hoo replied to Hoo's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
I tested with my own mod with turning off most of other mods, so I guess the TrapAccuracyPerLevel or even any GlobalGameSettings would not be changed except by my own mod. I think the TrapAccuracyPerLevel is just not working correctly and the +3 Accuracy seems being hardcoded, probably?... -
Hello. I'm trying to create a mod that makes Traps scaling as the other consumables work; Adding PL scaling per skill point of Mechanics. In order to make it, the first step I've been trying is removing the default Accuracy bonus for the Traps in vanilla, which provides +3 Accuracy per Mechanics. I found the value and setting from the GlobalGameSettings, and I set this value to 0 (I'm using Apotheosis Editor created by @Noqn). However, It seems that GlobalGameSettings changes are not working correctly. Even though the value is set to 0, the Accuracy bonus is still applied. Does anybody know how to apply the change correctly? Thanks in advance! (Edited) OK, I found a thread related this issue; I guess the change from the GlobalGameSettings should include whole the objects, even though 1 change is done. @Noqn is it possible to update the Editor to include whole things as I mentioned, like ProgressionTables do? (Edited again) Well, I'm really not sure what cause the problem. I noticed Balance Polishing Mod also has changed from the GlobalGameSettings, like Constitution Buff, but it seems working correctly...
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Hello. I have a question about Summons; Is there any way to put a new summoned creature type? For example, there is an incarnate summon creature, such as Incarnate (Berath), which summons 2 creatures; Pallid Knight and Usher. In attacks.gamebundle, we can see what SummonFileList is loaded by the spell (prefabs/characters/character_templates/creature/summons/cre_priest_planargate_berath_usher.prefab and so on). I want to copy the summon file to another and modify some stats such as name, equipments, and abilities. But it seems not doable, because the prefab file cannot be copied nor created.
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Hello. I do not know about the script, and I'd like to ask that whether some changes that cannot be done by general modding, i.e., modifying values from JSON files, such as; - applying Power Level and Intellect for duration of Beam spells - applying general Accuracy, Damage, and Penetration from Power Level for Traps The Power Level system is quite unique and feels good, but there are several cases that the Power Level is barely useful, which makes the game somewhat inconsistent. I think the Power Level scaling are appliable into Summon Weapons and Summoned Creature, by replacing the Scaling from Level to Power Level, but the above seems not be done afaik. Is it possible to change as I mentioned via scripting?
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I'd like to say that several Fighter's abilities that fit with the tanky concept, such as Into The Fray(Active), Superior Deflection(Passive), Hold the Line(Passive), and so on, are still relatively weaker than similar abilities of the other classes. That's the main reason the tanky concept of Fighter seems not feeling good imo.
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Patch v1.3.7.1.1411 is Live
Hoo replied to cstanick's topic in Pillars of Eternity: Announcements & News
Now we need patches for PoE 2. -
First of all, I really thank you to keep enhancing your great mod with ceaseless efforts. I personally like the ability and the subclass, but... Unbroken is already a good Fighter subclass imo, at least comparing with Black Jacket, especially on BPM version, because several synergized things, like Powder Burns, universal effects of some unique items and so on, have been nerfed. I do not say that Black Jacket needs to be buffed, though. The subclass is probably still interesting and has unique feature that the other classes/subclasses cannot achieve.
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Thank you for the reply! It's really sad to hear that fact though. By the way, I have another question of Deadfire implementation; Carnage, Barbarian's innate ability, seems not being affected by damage bonuses such as Weapon Quality upgrade and passive abilities increasing the damage dealt, like Blooded. The description said "Base Weapon Damage" so... Daggers, for example, have 10-14 base damage and Carnage with this weapon would be 3.3-4.62 without any scaling, except the 10% PL scaling?... I felt this value is quite low... The 10% PL adjustment for Carnage, which is actually 3.3% per PL, is very weird for me, because Sneak Attack's PL scaling is additive +5%, e.g., 20% + (5%*PL), not 20% + 0.2%...
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Hello, I'm trying to modify the Beam spells as the other spells are, i.e., making those duration to scale with PL and Intellect. The Beam spells have its own "AttackBeamComponent" that contains duration and intervals, and it seems not option to apply the scaling effect, sadly. I guess the non-scaling by PL and Intellect of Beam is hard-coded so it cannot be modified, right? Thanks in advance!
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I'm currently considering to use several icons from similar games, i.e., Pathfinder series, size modification is needed since the size of the games are not fit with PoE II icons' size. Is it illegal by the way?... If this is illegal, I might need to create some icon images from chatGPT or something like that.
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I'm creating my own mod, and I want to change a spell color accordingly; For example, I'd like to change a spell's element keyword from Fire to Acid and the spell is directly borrowed from vanilla using @Noqn's great Modding Tool, aka Apotheosis. The spell's visual effect, of course, is burning and red-colored, so the color should be changed to greeny one, because the color is visually fit with Acid. Is it possible to change the spell effect's color without making new effect?... Or, do I need to use a tool likt Unity to create or adjust the effect? Thanks in advance!
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I honestly think most Godlikes are underwhelming comparing with the other races, especially without Mods like Community Patch and Deadfire Balance Polishing Mod. There are several great Headgears, such as Fair Favor, Helm of the Falcon, Heaven's Cacophony, and Helm of the White Void, and the other races have its own passive abilities already. The penalty cannot wear a Headgear is quite serious imo. Anyway, the best Godlike is probably Nature Godlike, because their innate ability is relatively easy to be achievable. I'm still, however, not sure the universal +1 PL is really comparable with the above great Headgear's effects + the other races' passive bonuses.
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BPM also improves Wildstrike and Greater Wildstrike that provides corresponding elemental PL bonuses, so I think Shifter is not better version of Animist anymore, since Animist can cast several elemental spells with the boosted PL while being spiritshifted, which cannot be done by Shifter due to its innate penalty. That's why I felt that Shifter needs something more in the current BPM. Shifter has versatility and flexibility for the spiritshift forms, but the cooldown changed by BPM makes this advantage somewhat obsolete comparing with vanilla version. The forms are generally buffed which means every Druids subclasses can benefit from the forms, so this change is not retricted to Shifter. However, the PL bonuses from Wildstrike/Greater Wildstrike are barely useful for Shifter. This is obivously a new relative drawback of the Shifter in BPM imo.
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Druids, including Shifter, is actually not a martial class, but the Shifter somewhat focuses on the martial parts with his Spiritshift abilities because the subclass cannot cast spell while being shifted so that the subclass barely benefits from the PL bonuses from BPM. I'd say Shifter would be considered as martial/caster hybrid class due to the above reason. Spiritshifts of Shifters are mostly for martial functionalities, aren't those? The forms never provides caster-beneficial effects for Shifter. So... A bit more mitigation of penalties from Shifter would be very appreciated.
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I'm not sure this is a display bug, but it seems that the PowerLevelScaling Value is actual number that increases, instead of % rate. For example, as shown in the attached file, the UI shows "+20% Value per Power Level" since I set ValueAdjustment to 20, and the Base Value is 200, so the 200-pt All Damage Shield of Beetle Sheel should scale with +40-pt per Power Level. However, I've tested the change and I noticed that the Shield effect increased by 20 per PL, which is the actual number I've input into the ValueAdjustment. I'm not sure whether this is just an exceptional case; Does this happen only in case of Damage Shield effect?...