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house2fly

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Everything posted by house2fly

  1. The TT2 mod adds items to a tavern, they do kind of stick out. They're powerful items but they cost a lot to balance it out. FG Soulbound Upgrade is a great mod; in the main game soulbound weapons can be upgraded to Superb quality, and FG makes them go up to Legendary. You can upgrade regular uniques to Legendary, and the soulbounds in the DLC go up to Legendary as well, so really it just brings them up to speed. I never play without it.
  2. Well, there are extra bosses on the world map since you last played- one in the northeast, one in the northwest, one in the southwest, and one between Dunnage and Fort Deadlight. They're designed to be a challenge above and beyond anything else in the game, so feel free to avoid them until level 20. The only other thing of note that occurs to me in terms of a continuing playthrough is: check in with The Burned Book after every faction-related or main quest you do; there's a surprising amount of dialogue.
  3. I want to do an ability that, whenever you kill an enemy, gives you a bonus for say ten seconds, and it stacks so if you kill two enemies you get double bonus, three enemies triple bonus etc. Problem is, when I tested this, all of the stacks wear off at once- after the first ten seconds is up. I was hoping to get them to wear off one at a time. Is it possible to do that with this game? The workaround I'm considering is, killing one enemy gives you StatusEffect1 for ten seconds- it does not stack at all. Killing an enemy with StatusEffect1 active gives you StatusEffect2, which is identica
  4. I'm making some soulbound items to get some use out of the unused sketches in the game files- a soulbound Greatsword that looks like Burden, a Large Shield that looks like Cadu Scalth, and a helmet that looks like the Mask Of The Weyc. I took notes on the classes available to the existing soulbounds and I'm balancing the class restrictions on these so that every class in the game ends up with the same number of soulbounds available to them. I kind of went a bit overboard and started each one at Fine, gaining a quality level at each soulbound level until they end up at Mythic, with a unique eff
  5. I was vaguely disappointed when I found out Helig was part of a quest. When I first played I went straight to the sewers as soon as I got to the city and stumbled on him, and his dialogue was basically "Yeah, I'm an evil necromancer. Go away." I enjoyed that he seemed to be just hanging out there doing his thing
  6. From the monster description, there's enough liches to be plural. Apparently also void seers are the remains of liches, and Concelhaut had a few of those floating around
  7. It does, you should be able to run straight to the inn and buy your new weapons
  8. In my experience they both work the same, but the new row is much better for being more readable
  9. Where did you buy the game from? Steam, Gog, Microsoft store, somewhere else? Is your computer giving you an error message when you try to play the game?
  10. The way Deadfire is set up, you can mod a lot of stuff to do with numbers and text and so on, and if you can draw you can mod in custom icons, but when it comes to models you can't add anything that isn't already there (that I know of) without having access to the actual development tools. Sadly, as there isn't a skull helm in the game, you wouldn't be able to get a modded one. Your evil undead could always be maybe an evil Death Godlike...
  11. I've tried a few things and I think the spiritshift forms may just be plain unable to have weapon proficiencies. The status effect which changes you (Spiritshift_Stag_SE_ChangeForm) includes a section where you add abilities to the spiritshift form, but adding the proficiency in there does nothing. You can just add a passive Haymaker ability to the spiritshift but I don't think it could be turned on or off
  12. How would people know Deadfire has unintuitive mechanics when they didn't buy the game, meaning they didn't play the game, meaning they never experienced the mechanics in the first place?
  13. In the code for the attack, where it says "KeywordsIDs" add this in: "1ff3caa3-e731-4c31-96b4-e03c300e3f3c" That's the "Unarmed" keyword, it looks like the Haymaker ability applies the bonus to attacks that have it. Remember and put a comma and space after the keyword that's already in there, so that bit should look like this: "KeywordsIDs": [ "a39ed49e-b2d2-4d64-90cb-faaedf80dce3", "1ff3caa3-e731-4c31-96b4-e03c300e3f3c" ], Hope that helps!
  14. They're integrated, as in you play them by finding new locations in the main game once the DLC is installed. They're not separate like, say, the Far Cry DLCs where it's a separate adventure set on Mars or whatever
  15. Feed Shark Soup to everyone in your party to be safe from her worst attacks, lower her defenses by killing the smaller spiders while avoiding her like the plague, and gang up on her when her defenses are low enough to land a hit. I'll pray for you!
  16. That's nuts, Witcher games are full of direct references to each other and the books. You can pretty much grasp it- you're a monster slayer, slay monsters, go on a quest for the emperor- but the first time player is going to be saying "I wonder who Yennefer is, I wonder who Ciri is, I wonder what the Wild Hunt is" etc. Deadfire doesn't assume anywhere near that level of background knowledge
  17. Most of the abilities on unique items are nothing but positive. I can think of like half a dozen that have a negative effect associated with them
  18. Ooh I'm installing this one right away. I'm always happy to get more banter. Thanks!
  19. There's a mod for backgrounds: https://www.nexusmods.com/pillarsofeternity2/mods/232 it makes all backgrounds available for all cultures during character creation Cultures, I'm not sure about. It looks like you should be able to search Characters for the ID# of the cultures you want, then add those cultures to "CharacterCreationValidCulturesIDs" in Global.
  20. I don't think there is a mod but it's easy to make one. Check out the modding subforum if you'd like advice on how to make a mod yourself!
  21. I started a new game and quite liked how it felt, though there is a little dialogue about the Wheel being artificial pretty much right away, which felt like it should have been saved for later in the main quest. It's vague enough that it doesn't give too much away, at least. I'm not sure how I feel about the implication that the gods' squabbles are basically play acting for the PC's benefit, but it's at least an interesting idea. Also interesting is the implication that Woedica has plans, and Eothas's misgivings about it at the very end. I wonder if that was just to add some shades of grey to
  22. Maia has dialogue suggesting he'd just shrug off cannon fire, for the benefit of anyone considering that after watching him shrug off a volcanic eruption. The Godhammer looks pretty unwieldy from the DLC flashback, and it isn't clear that'd even work
  23. It kind of makes sense- If someone did all the megabosses it must be because they like fighting megabosses, so give them a really tough final boss to test their mettle on. If someone skipped the megabosses then they'd probably appreciate the end boss not being so tough.
  24. I predict it'll feel a lot better as part of a new game- make a habit of checking the book at sea after doing a major quest and Woedica will make the gods feel that bit more present outside of the main quest
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