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Posts posted by house2fly

  1. 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 effect for every class at every upgrade level. Once my data bundle for the sword got corrupted when I was almost done so I lost 20 abilities. That was an unhappy day.


    I also took the Mind Grub icon from Pillars 1 and made a soulbound trinket, which binds with every class and gives you modals based on your class. I'm having trouble trying to decide what each modal should do. I've actually been looking at Grape's mods and seeing if any effects look good to steal, lol. I'm also having trouble writing lore, because I'm not much of a writer. I'm nearly done with the mod, which is the point where I typically run out of steam.


    Other mods, incomplete/abandoned:

    Have Party Members As Crew- have Eder and Aloth etc as sailors you can order around. I use it personally but wouldn't upload it because I can't figure out how to have the crew members die/not be visible when a party member dies or leaves. Also if the mod is uninstalled then any saves that had it installed can no longer be loaded. That isn't useful. I don't know how the game kills crew members!

    Quest Consolidator- put all quests under one heading. I don't like them being broken up into a load of little subheading. Just give me a list of quests like the Elder Scrolls. I sorted them all under "Unknown Location" and it seemed to work, but I wanna play properly with it to know for sure

    • Like 3
  2. 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...

  3. 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

    • Thanks 1
  4. 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!

    • Thanks 1
  5. 10 hours ago, flamesium said:

    I would describe the main storyline of each Witcher game as self-contained and had no trouble recommending TW2 to people who hadn’t played TW1, or TW3 to people who hadn’t played either of the first two games or read any of the books. I absolutely would not describe the main storyline of Deadfire as self-contained and wouldn’t (and didn’t) recommend it to anyone unfamiliar with the story of PoE 1.

    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

    • Like 1
  6. 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.

  7. 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 the whole thing, or if there are plans for a sequel building off these ideas. I guess we'll see!

  8. 13 hours ago, dunehunter said:

    Oh ok, hmm but do u need to beat all megabosses in the ultimate run? If not it makes no sense to kill them because it makes guardian tougher.

    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.

    • Like 1
  9. 3 hours ago, misterjimmy said:

    I'm glad they finally add some story content, But I don't like they just give us a book and talk with Woedica about what happen in deadfire, I feels like it's just a ridiculous deus ex machina and lazy.

    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

    • Like 2
  10. Yeah, the original spell is wizard only so you'll need to mod that too- just copy the spell data into your mod folder and make any needed changes. Simplest way would probably be to just change the ClassID to 00000000-0000-0000-0000-000000000000, which would make it so any class can use it- changing the ClassID to Cipher class would make it so wizards can't use it otherwise. If that doesn't work, you can also give your copy a new ID, make it cipher-only, and add that to the progression table

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