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Everything posted by house2fly
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There's a soulbound armour somewhere in there too I believe, the "changeling armor"- search "sketch" on this page for the item images: https://pillarsofeternity.gamepedia.com/index.php?title=Category:Pillars_of_Eternity_II:_Deadfire_images_-_Items&mobileaction=toggle_view_mobile&fileuntil=Poe2_Sketch_survivor_helmet.png
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- 3.0 Gear
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I'm using a lower-end machine, but it runs most areas in the game OK. Sadly, one of the areas that runs badly on my machine is the DLC arena- FPS is so low that I have a hard time in the fights. I'm basically posting this in hopes that if there's any future optimisation in terms of CPU/GPU usage this will be one of the areas looked at
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I'm assuming you get them from fights, though I just finished the "initiation" quest. I'd hoped the items you find out in the world would just be there, but it looks like they get spawned when you get a quest to go find them. That's a shame; this is a late-game DLC so by the time you get the quest for these items you've already been to the area where you find them, so your exploration is just retracing your steps through empty areas. Oh well
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v3.0.0 Patch Notes
house2fly replied to David Benefield's topic in Pillars of Eternity II: Deadfire Announcements & News
Seems to be fixed, certainly when I used the twitter cloak to summon clones they all got random weapons from the Necklace Of Unlocked Possibilities -
Looking over the mod, I'm really not sure how much of what's been copied from the game files is really necessary. The main changes as far as I can see are to the "Spiritshift_StormBlight_SE_ChangeForm" statuseffect. The version in the current game files has "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", and "NewFormAppearance": "art/character/specialnpc/naked_man/a_m_hum_naked_storm_fury.asset", ; the mod has "MaterialReplacementID":"abef037b-f99c-40e9-8886-1999e55c863a", and NO NewFormAppearance. I don't see anything in the modding patch notes about NewFormAppearance being added, so maybe the mod took that out on purpose? There's also data for the Druid_Spiritshift_Armor_Storm in the mod. It's pretty tough to compare the mod version vs the game version because of the mod's formatting, but I THINK the only change is that the game version has this: "ModelVisualDataPath": "" While the mod version has this: "ModelVisualDataPath":"prefabs/items/appearance/body/cl/cl33/a_cl33_v03.asset" So, a couple of things that might be worth a try (I'd try them myself but I haven't the time to test it!) First, make a copy of the stormblighters.gamedatabundle, and in the copy, delete all the text and leave only this: Then, open up the game's statuseffects.gamedatabundle, and copy the whole entry for Spiritshift_StormBlight_SE_ChangeForm. Paste it into your copied stormblighters file between the square brackets. Then, replace "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", with "MaterialReplacementID":"abef037b-f99c-40e9-8886-1999e55c863a", Then, try one of two things: 1: Replace "NewFormAppearance": "art/character/specialnpc/naked_man/a_m_hum_naked_storm_fury.asset", with "NewFormAppearance": "", 2: Delete the entire "NewFormAppearance" line (if one doesn't work, come back and try the other!) Also, open items.gamedatabundle and copy the Druid_Spiritshift_Armor_Storm entry. Paste that into the copied stormblighters folder after the statuseffect. Replace "ModelVisualDataPath":"" with "ModelVisualDataPath":"prefabs/items/appearance/body/cl/cl33/a_cl33_v03.asset" Put the copied stormblighters file in your override folder(make sure the original isn't in there) and see what happens
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Can't look at it right now, but does the original mod have a MaterialReplacement line? That's how the appearance of the entire body gets changed when someone is petrified or invisible, or when you're a ghost at the start of the game. Just looking at the screenshot on the Images page for the mod, it looks like the normal character model has a MaterialReplacement and maybe a vfx statuseffect applied to it
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The tough part of balancing this kind of thing is, if they make it so you hit level 20 right at the end of the game with only a couple of DLC quests and the megabosses left, that means you have to play through everything to get to top level. What if you don't want to run around the Gullet getting a soup kitchen started, or don't feel like bothering with Rauatai this playthrough? Well then you're only getting to level 19, sucker.
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It's an artificial feeling of progression, the same reason achievements and lootboxes are so popular. Maybe more RPGs could take a page from action games' book and let you "buy" abilities and upgrades with xp rather than unlocking them automatically at level-up. Choose a new ability OR an HP upgrade OR extra accuracy, etc.