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Everything posted by house2fly
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That depends on what kind of change you want. I don't think you can create a new animation, but you can use another one that's already in the game. In the attack data you'll see an "attackvariation" ID, and you can swap those around. For example, I added a wizard spell to a crossbow in one mod, and I changed the attackvariation from the wizard spell casting animation to the crossbow firing animation. The full process for editing an existing ability animation would go something like this: Create a new .gamedatabundle file in your Override folder, call it anything you want, then paste this: In the game's "attacks" gamedatabundle find the ability with the animation you want to change, and copy the whole thing. Paste it in your .gamedatabundle where the X is above. Back in the attacks.gamedatabundle find the ability that matches how you want the animation to look, and copy the attackvariation ID. Paste that over the attackvariation ID in your .gamedatabundle. Load the game up and try using the ability. All being well it'll have the new animation.
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I would partially agree with you if we actually had sidekicks with a half-decent amount of dialogue, but we don't. well yeah, that's why I specified it. If whatever sidekick/s they introduce in the next DLCs have some dialogue and maybe banter with other party members, that's far more valuable to me than being a "companion". In general BOW gave every companion and sidekick at least some stuff to say, fingers crossed that'll continue
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Frankly it's good news. All the reputation/relationship stuff did is make companion dialogue buggier and give me incompatible ending slides where two characters become lifelong friends but also one of them vanishes and becomes a Satan worshipper. Let's have sidekicks with a half-decent amount of dialogue who won't propose to me after one conversation because some numbers got screwed up under the hood
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New info about DLC 2
house2fly replied to Daled's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Back on topic, they confirmed on stream that at least some of the artifact items which you use to trigger arena battles will be found in main game locations, and they implied that you'll be able to find them on your first trip through the area -
Zahua used to be a warrior chieftain and was briefly completely invincible as the Anitlei. Pallegina is a paladin in service to the Vailian Ducs who spends her life in battle. Why are they both exactly as good in combat as a drifter from Old Vailia who wandered into the wrong ruin during a storm?
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If it's immersion breaking to reset to level 1 for the sequel then surely it's immersion breaking to start at level 1 to begin with. Why does Eder start at lowest level when he's a war veteran?
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You can only do half the stuff in the main quest because you're a Watcher, so using a different character but changing nothing else about the main quest requires an entirely separate Watcher, and keeping the Eothas statue just raises the question of what happened to the previous Watcher
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You don't think it'd be, uh, "immersion breaking" to have all the major players of the Deadfire trying to recruit some schmo who started the game chained up in the hold of a sloop?
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I mean obviously the steam workshop would be for games on steam. Maybe you can add POE2 as a non-steam game, launch it through your steam and get around it that way? Though the steam workshop code may only be in the steam version. Anyway, a mod isn't a file, that was me being dumb, it's the contents of the folder. But you can't open the folder and edit the contents, it's either installed/subscribed or it's not. So you can't have a modular mod like POE2 tweaks pack all in one because people can't choose which bits they want, the bits just have to be separate mods
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General PSA: If your dropdown only shows "hidden" and "friends only" it's probably because you're considered a Limited User: https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663 Adding $5 to your Steam wallet might fix it. I'm mystified as to why I'd be considered a limited user since I've definitely spent more than $5 on steam games, but the good thing about steam being a de facto monopoly is that they can do whatever they want for any reason and you can't question them. Guess I'll wallet up on payday and see if that lets me make my mod public
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If Avellone had written this exact game he'd have blown past the word count of the entire main quest by the end of the initial conversation with Berath. The intro would have been good though
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Peardox has put together a great tutorial in this thread, check it out: https://forums.obsidian.net/topic/103840-first-mod-spoilers/ Obsidian also has a ton of documentation here, which can be useful: https://eternity.obsidian.net/game-data-formats/concepts Specific info on items: https://eternity.obsidian.net/game-data-formats/components#itemcomponent General notes for modifying/creating an item: Debugname: make this simple, at least when you're working on it. You can test an item in-game by opening the console with the ~ key, typing iroll20s and hitting Enter, then opening the console again and typing giveitem [debugname] AttackID: This is what a weapon does when it autoattacks, naturally, but also it's what any item does when it's used. When you see your character drinking their potion, or hulking out when they Frenzy, those are attacks. A healing spell is an attack! An attack is its own separate "component" which can do damage and/or cause status effects (another separate component) Itemmods: These are the enchantments/properties of an item. An itemmod is a component with an ability or status affect attached to it- equipping a weapon with the itemmod applies the attached status effect to you, or grants you the attached ability. You can use existing itemmods or create your own. Other than that, honestly the best advice I can think of is to open up an existing mod, tinker around with some values, and then check out the item in-game and see what the changes look like. Useful links: Those long strings of letters and numbers are UUIDs, and every item, attack, ability, whatever, needs one. Get a randomly-generated one for anything you create at https://www.uuidgenerator.net/ When you're ready to test your mod, before loading up the game, ctrl+c your entire code file and ctrl+v it here: https://jsonlint.com/ it'll let you know if there are any errors. I recommend testing frequently, because that way if something breaks it'll be easier to figure out what!
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God Challenges Feedback!
house2fly replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
That would work if I were also prevented from backtracking to an inn. If resting is still possible, just inconvenient, it accomplishes nothing. Not resting remains a choice, as it already is. I don't want to experience inconvenience, so I would choose not to backtrack to an inn unless I needed to. If other people prefer to experience inconvenience, I don't see why that should affect me. -
God Challenges Feedback!
house2fly replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
The challenge is that you can't rest after every fight so you need to use your abilities less freely -
I think you can do the first one in progression tables? You can make it so you have to be a certain subclass to see an ability, and I see there's a "Boolean IsLevel" script as well, don't know if that will work in pt but if it does then that would presumably mean you can hide an ability until a character is the appropriate level
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God Challenges Feedback!
house2fly replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
Note that there are 12 slots in the god challenge UI, and only 11 gods in the setting.