Everything posted by house2fly
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The "Feature Requests to Obsidian for Modding Deadfire" Thread
house2fly replied to Zap Gun For Hire's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)A way to create crew members would be nice. One thing I always wished for this game was that party members counted as crew, and I'd have liked to create crew members who have the same names and portraits as party members who'll appear on your ship only if that party member is alive and recruited
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What's after PoE2 ? And consoles release date?
house2fly replied to gcardoso's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)They may do a PoE3, but right now they're still making this one (new features in patches and DLC content). Presumably the console versions will come once all the DLC is out and include all the content that's in the PC version by default. Regarding the story, the main quest plot isn't very good but the setting is interesting and there's a lot of colourful characters and well-done exploration. I'd say it gets right more than it gets wrong, even if it's no New Vegas
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Level cap raise
house2fly replied to aleksanderqvist's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It's trivial to raise the level cap, new abilities is what would cost. Two abilities per power level sounds pretty anemic, yet having two new power levels with a measly two abilities each per class would be 44 abilities altogether. Creating and implementing that would take time and resources away from making cool new weapons and enemies to fight. Personally, what I think they should do is just get rid of the level cap- when you hit power level 9 you stay there and can keep on selecting abilities from the already-unlocked levels. Let multiclasses reach power level 9, it just takes longer so there's still a cost involved. I doubt that there'd be enough xp to get past level 25 or so, even with all the DLCs and megabosses
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DurationType: Infinite Question
house2fly replied to Astrolabe's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)I BELIEVE setting it to "infinite" will override any number you put there. Maybe people didn't know what it should be, or maybe the way the code worked changed during development
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Level cap raise
house2fly replied to aleksanderqvist's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)They don't seem to be raising the level cap for the second DLC. Maybe the third? In the meantime there are soulbound weapons to upgrade, which is kind of progress, and of course you can get a mod to do it!
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v3.0.0 is now available on the Beta Branch
Maybe they should hold off on the music stuff until the next patch. White March boss music is plenty for me
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Reactive music bug (3.0.0.0012)
I noticed this when traveling from the boat to the Palace District as well, the boat music continued playing. Will see if it can be replicated
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v3.0.0 is now available on the Beta Branch
There's no quest to kill it. The patch includes a "guide to the deadfire" book which will presumably be added to lootlists, and contains a tongue-in-cheek warning like "STAY AWAY from the unkillable monster which lives at these exact co-ordinates". Killing the megaboss gives you...
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v3.0.0 is now available on the Beta Branch
Two small pieces of feedback: 1, regarding the megaboss: would it be possible to slow down the animation of the boss itself just a tiny bit? Just a minor niggle but it seems to move a bit too fast for its size; slightly slower movement would accentuate how big it is (eg Shadow Of The Colossus, which takes this to an extreme) 2, regarding the Mythic upgrade: it's really cool that you can only see it when you actually have an Adra Stone in your inventory, but the UI looks a little incomplete without it: I wonder if it would be possible to make it so the quality section expands to fill that box without Mythic there?
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Making an ability incompatible with a subclass?
house2fly replied to TKDancer's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Looking at rangers in progressiontables.gamedatabundle, the animal companion abilities have this conditional: ed5dd843-caaa-4ab7-b41b-f8953fe9b09 is the UUID for the Ghost Heart subclass, so that code means the ranger must NOT be a Ghost Heart to get an animal companion. So, if you put the code above into the Soul Whip ability in that mod(I haven't downloaded it but I'd guess the author will have copied the entire progression table for the cipher class, so soul whip should be there), and replaced the UUID with the ID for the modded-in subclass, that would mean they have to NOT be a Channeler to get soul whip. Progression tables have changed a bit since that mod was made, so there might need to be more done to make it work
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[OPINION] Mega boss
I believe so, but I've only checked weapons. I don't see why it wouldn't apply to armour though. One thing that's quite neat is that you can't actually see the Mythic option in the enchanting UI until you have an adra stone in your inventory. I hope that isn't a bug because I like it, but then I'm a fan of hidden things E: tested a lil, any unique armour or weapon can be upgraded to Mythic, and you can only see Mythic as an option when you have an Adra Stone in your inventory- upgrading any item to Mythic consumes the stone and makes the option no longer visible on other items, though there is a conspicuous space after Legendary. It'd be cooler if there was a separate layout so it looked in the UI like it stopped at Legendary, but that's just a quibble.
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Modding Patch Notes for v3.0.0.0010
I have a quick question regarding 3.0: the files for the megaboss are contained in a separate "laxf" folder, as if it were a DLC. The megaboss itself is part of the patch beta, however. Will the final version of the patch include the megaboss or will it be a separate free DLC like the Rum Runners Pack/Deck Of Many Things? I'm curious from a modding perspective whether any aspects of the boss encounter would be considered part of the "base game" and whether a mod that used them would need to require a separate DLC
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[OPINION] Mega boss
you get the spider's mandibles as a trinket, they give you an ability which petrifies enemies and summons spiders if the enemy dies while petrified. It also drops an Adra Stone which allows you to upgrade one item from Legendary to Mythic quality
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v3.0.0 is now available on the Beta Branch
I've uploaded a savegame to dropbox, I'm not sure if I can just link to it (don't really use dropbox) but worth a shot: Download link This is right after landing at Ukaizo Harbour, no sign of the Guardian. Maybe it'll help with testing. By the way, when entering Ondra's Mortar, part of the scripted sequence before you reach Ukaizo has a bit where you can choose to look over your companions. My party was Rekke, Mirke, Ydwin and Fassina, and the game booted me out of the scripted sequence and I couldn't get back in and had to reload. It looks like that bit wasn't made with the expectation that someone would go to Ukaizo with an all-sidekick party?
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v3.0.0 is now available on the Beta Branch
the spider has incredibly high defenses, so high that the average player won't be able to land a hit on it. The arena where you fight it spawns normal spiders infinitely, and killing one of them reduces the big spider's defenses by 1. So you have to kill enough little spiders to get the big spider's defenses down to a level where you can take it out, but you can't just run around ignoring the big spider because it has very powerful petrify attacks and the ability to inflict permadeath on party members. It's an interesting setup and pretty tense
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[OPINION] Mega boss
The only times it used the injury inflicting attack on me, it inflicted at least 4 injuries at once, causing my party member to instantly die. The loot you get from it gives you an ability that can spawn spiders from enemies you kill, I've only had a quick go at this boss but I wonder if that's what's happening when my party members get permakilled
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v3.0.0 is now available on the Beta Branch
I think killcam is pretty decent- just zooms in and slows down when an enemy dies, and flashes up PARTY MEMBER IS DOWN! when, well, a party member goes down. Does make things feel a bit more cinematic, but it's jarring to suddenly have the camera yanked like that, and could use something like an autopause when it happens. Can confirm btw that the Guardian is still not spawning, but the two Engwithan Titans at the front gate are hostile which I don't recall happening before. So there's a boss battle, at least
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v3.0.0 is now available on the Beta Branch
Just don't rest
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v3.0.0 is now available on the Beta Branch
There's not really even much need for legendary, Mythic is just a cool extra enchantment for weapons
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v3.0.0 is now available on the Beta Branch
There'll presumably be one per megaboss for a total of 5, plus one from Berath's Blessings and any the paid DLC might include. Does mean soulbounds will lag, maybe each soulbound could start a quality level above what it does now to even it out. Or maybe add another level of progression for them all?
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I want to try to make a mod myself - What should I do?
house2fly replied to Cyrus_Blackfeather's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)I don't think 3.0 will break anything so definitely get started on it now. To find the variable that corresponds to killing Harmke, just look in the items.gamedatabundle for "carocbreastplate". That should take you to the script for adding the breastplate to the lootlist. You'll see the variable is called devil_quest_stage. The tricky part is the number- "2" means she spared Harmke, but I don't know what number would mean she killed him. Maybe 3, maybe 1, you may have to experiment a bit. Copy "store_05_AD_marihi_carocbreastplate" into your mod file, give it a new UUID (check out peardox's pinned "first mod" thread for any help you need getting started) and first try playing around with the values on the script- try changing that 2 to a 1 or 3, then load up a save where the Devil killed Harmke and see if the breastplate appears. If it does then you're ready for the next step: Copy the DoC breastplate item into your mod folder, give it a new UUID, and put that UUID where the current DoC breastplate UUID is in the lootlist script. That way you have a new item which is identical to the DoC breastplate, and the script will add your item instead of the main game one. Then just write a new description in your mod's items.stringtable, give it a number, and replace the number 4376 in the breastplate's descriptiontext with the number of your description
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Notes or Tutorial on Making An Item?
house2fly replied to Grape_You_In_The_Mouth's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)The IDs for skills are in the global.gamedatabundle I believe. The IDs for classes are in characters.gamedatabundle, if you want to make an item or ability only usable by certain classes
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Seeker, Slayer, or Survivor - Achievements
house2fly replied to misterjimmy's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)Opener Of The Way is interesting. I'm keen to see what there is to the story beyond the combat arena
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v3.0.0 is now available on the Beta Branch
It makes sense they'd spoiler it since it's the final boss. Hey, I wonder if it got the White March boss music too?
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v3.0.0 is now available on the Beta Branch
One early bit of feedback I have is that the killcam should autopause the game, or at least there should be an option for it. The sudden zoom-in can be a bit jarring and I don't want to lose my bearings while fighting a boss