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Everything posted by house2fly
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Exactly, I've been playing the 2 challenges, it's not fun. Sometimes you fight 1 group, you fight the whole map. You don't even have enough resources to kill everything. This forces you to play monk / chanters as a sub class. All you get is bragging rights LolIf it's not fun why do it? Because normal mode is too easy? Are saying some things not fun because of bugs wrong? Also making the game less fun by not having the ability to mod, or use blessings? Disabling Features = Less fun. Anyways, this post is about why they should let us use mods, and blessings. Stick to the topic plz, The whole point is we would like to use some features with challenges. If a few players don't want to use said features, they also have to right not to click and activate them. I'd love to play challenge modes with mods, but clearly the idea is to prevent people using cheat items to nerf the difficulty. Same thing with Berath's Blessings- if you want a challenge surely you don't also want a bunch of extra stat and skill points
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What about lower-end machines which are are above minimum requirements but still cannot get the game to run fluidly even on the lowest possible preset? Are they a priority too or should we expect the next patches to address performance related issues only in high-specs computers? I'm asking because I find myself on the lower-end side and I reported the problem here, on the forum. It is a bit concerning, to say the least, to see that only issues in high-end PCs are being taken into account. Thank you in advance. I'm not techy, but I presume addressing performance problems would address them across the board. A high-end machine getting an FPS boost because of backend stuff probably means low-end machines will get it too, proportionally (if high-end goes from 60-70fps, low may go from like 30-35). As a low-end user, I certainly hope so! I don't want to hijack the thread, but in case Obsidian is interested in specific areas, these maps are always incredibly low FPS for me, worse than anywhere else and seemingly out of proportion with what's actually in them compared to other areas which run fine: Sacred Stair Hanging Sepulcher Delver's Row Undercroft Harbinger's Watch Any ship-at-sea maps, including shipboard battles and the Deck Of Many Things exterior.
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Yeah, for some reason the descriptions on those abilities are pointing at nonexistent numbers in the statuseffects stringtable instead of the descriptions in the abilities stringtable. Power of money should point to the description string 4895, Impoverished should point to 4897 but instead they both say -1 which points to the associated statuseffect... which is pointing to the numbers 528 and 518 which have nothing attached to them. Oh well, looks easy for them to fix
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There are people who have to go without internet for periods (on the road/in remote areas a lot) or who have inconsistent internet, or slow download speeds. I can see it being a hassle, and who knows how things might be complicated even further in future by the death of net neutrality. I'm not quite ready to leave my physical media behind and become a being of pure energy just yet
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Hmm... I wonder if you could have the weapon give off an aura or something that applies that status effect(say, Blinded OnMissed) to all enemies within range(say 2-3m from self), then missing any one of those enemies would apply the Blind to them. I don't know enough about auras/chants to know if that'd be feasible. Definitely worth having a look at for future items tho...
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I'm going to post my thought process on the items and mod because... well, I just like to post. OVERALL: I liked the idea that there are eleven classes and eleven gods. I think Obsidian should have leaned more into the numerology- have eleven skills, for example. Some weapon types are sorely lacking uniques, and I thought classes and gods would be a decent core to build a mod around. I looked at equipment with few uniques in the base game and tried to figure what gods might fit them, and also which classes might fit which gods best- Abydon and Wizard seemed a good fit since that class is about constructing artificial spells, for example, or Woedica goes with Paladin because Paladins are all about serving a higher power/authority. I also picked skills I thought seemed a good fit for the class and/or god- Mechanics for Abydon, etc. I like the effects that increase based on skill so I'm adding one of those to each weapon. I like the idea that the weapon will grow with your character. The one drawback of multiclassing is that you don't get the tier 8 and 9 abilities, so when it came to enchantments I thought adding the top-tier abilities would be a good idea, that way multiclass characters can get a taste of what they're missing. The top-tier abilities are naturally quite powerful; some I've modified a bit, and I might restrict them to higher quality levels to add more of a built-in cost. I also like pretty colours so all the items so far have visual effects. I'll probably calm down with that because if you equip all four items right now you look like a Christmas tree... CROSSBOW: Abydon/Wizard/Mechanics I made it one-handed to give the impression it's lighter/less cumbersome than a normal crossbow. Reloading looks a little funky; I tried to eliminate reloading entirely but couldn't get it to work- character would just refuse to attack. Oh well! It has no Pen to start with but gets more with high Mechanics, and has higher max damage than a normal crossbow but the lowest damage is 1. A high variability in damage hopefully gives the impression it's a very old machine which barely works, while the high max damage hopefully still makes it seem appealing despite doing overall lower damage than a regular crossbow. CLUB: Skaen/Rogue/Bluff I wanted to make it blind enemies when you missed them, but that isn't something we can do it looks like, so instead it does it when they miss you. I gave it an evil dripping-shadows effect and Corrode damage, because Corrode seems very Skaenish. I gave it the name it has because I really like the lore behind the Leaden Key, and their cloaked-in-shadow MO is also pretty Skaenish. ARBALEST: Woedica/Paladin/Intimidate I gave it a Paladinish attack which heals party members around the enemy you attack- very minor healing but gets higher with Intimidate. I gave it the animancy bow projectile because making this a kind of animancy bow had a nice implication of Aedyran hypocrisy- we don't like animancy but sure we'll use it to kill people. Felt like it rang true for how empires do their thing. BRIGANDINE: Rymrgand/Barbarian/Stealth Brigandine is repulsive, I only gave this a vfx because I wanted something to distract from how bad it looks. I think I'll only do items I like the look of from now on. Thanks to tonpix for looking into how the Breath Of Winter soulbound armour managed to attach a vfx by the way. I don't know what thought process led me to stealth for Rymrgand or Barbarians, to be honest, but I'm trusting my instincts. Rymrgand and Barbarians seem like a decent fit because barbarians have the AOE melee attack but don't do a lot of damage, so their MO is more or less wearing down a group of opponents- inflicting entropy on them, you might say...
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ID Clash!
house2fly replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
From glancing at the stringtable files, it looks like Obsidian basically started at the bottom and are working up -
I think the conversation files are in the LAX2_exported folder, look in there for a folder saying "localized" and then another folder saying "conversations". Then there should be a list of folders, think one will say "companions", and there will be some files you can open with notepad to view the conversation text. This is a rough approximation from a memory because I'm not at my computer right now, so sorry if it's a little off
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Mod Requests
house2fly replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Wouldn't you just need to change the visibility conditions for each enchantment so it requires you to not have that enchantment rather than not having that or the mutually-exclusive one? That would be time consuming to do for all of them but easy enough to knock out apart from that I think -
0.7% finished PoE1 on POTD, compared to 12% who beat the game full stop, meaning 6% of people who beat the game did it on POTD. How many stalled out halfway through the game? The expansion? Died at the end boss and didn't bother retrying? No info there, but I don't know why the percentage of POTD players who do that would be higher than the number of Easy-Medium-Hard players
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I think more Eothas content is a great idea, I'd love some way of communicating with him in the DLCs. Maybe they could give a rationale for why it's OK that you're not chasing him right away, maybe they could just give a bit more insight into his character. Regarding DLCs, I forget if I mentioned but I'm hoping if they all begin with missives that they space the notifications out. Something like a 1-missive limit per boat journey would be good, so you leave Port Maje and get BOW, go to Neketaka, leave and get SSS, stop by the Deck Of Many Things and get FS. The New Vegas thing where you get 5 notifications for the DLC and another 4 for the level cap being raised is annoying, give me some breathing room! Oh also another request: make it so the level-up screen can consolidate multiple levels. If I create a level 19 adventurer it's wearying to go through 19 level-up screens. Give me one screen where I can assign 19 skill points at once, etc
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