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Everything posted by house2fly
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Top priorities as far as I'm concerned: 1)fix the damn bugs(did you know right now you can't fight the final boss?!) 2)new content 3)difficulty I would like Veteran to be more challenging at high levels, but that's stuff that's fairly easy to mod now, and there are already mods out that do it, so if you can't wait for more challenge modes try out the challenge mods!
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I want to be able to create an NPC, equip it, and spawn it in a level. I don't care about giving it dialogue or having fine control over where it spawns, I just want to put, say, a Naga in a level, call it Jim The Naga, and let people kill and loot it as an alternative to putting modded items in a store
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Oh 1 was way worse. Crashed in Raedric's Hold, damage over time effects persisted out of combat, if you double-clicked an item to equip it your character's bonuses all vanished. Wrong ending slides would play sometimes, and in the 3.0 patch they made some base game changes that referred to expansion content, causing issues for players who didn't have the expansion. They were pretty on the ball with patching though, and my last playthrough of 1 was pretty smooth
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First Mod (spoilers)
house2fly replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Remember, in the same way you copied and modified the greatsword in step 1, you can copy and modify itemmods, and the abilities and status effects attached to them. They'll need new UUIDs and new names via stringtables, but if you want to make a per-encounter version of Of Fireballs or make that freeze cone attack happen when an enemy misses you rather than when you crit, you have the power to make it happen. (This isn't for peardox's benefit of course, but thought it might be encouraging for anyone following along) -
RPGs are more prone to bugs than many genres because there's a lot of interlocking systems. Deadfire isn't the worst out there but the bugs it has are pretty bad for the audience they're trying to reach- broken save imports and companion relationships are way worse to someone playing for the story than buffs not fading after combat or graphical errors. Why they chose to release it in May I have no idea but it almost certainly cost them a ton of sales
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The short version is:following peardox's first mod guide, create a new directory for your mod and a new .gamedatabundle file inside it. In the game files, find Gipon Prudensco in items.gamedatabundle. Copy all the data into your gamedatabundle file. Use the online UUID generator to replace the item ID (you can also just come up with a UUID yourself but don't use any letters after F) Find the sharpshooter's garb in items.gamedatabundle. Copy everything in the square brackets after "ItemMods"- an itemmod is what the game calls an enchantment, or any property of an item. Go back to your gamedatabundle and replace everything in the square brackets after "ItemMods" with what you just copied. Voila, a new version of the Gipon Prudensco, with the same effects/enchantments of the Sharpshooter's Garb. This doesn't include upgrades though. If you want to add those, search for the names of the enchantments you want in items.gamedatabundle, copy their IDs, and paste them into the ItemMods square brackets. To add to a vendor, follow peardox's guide in the First Mod thread
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I don't mind much that the sidekicks don't interact with much else in the game or have relationships with other characters, BUT I really wish they'd at least have something to say at Ukaizo. There's two conversations there where you talk to every companion you have with you, and it feels like skipping content to bring sidekicks along. It's unrealistic to expect existing sidekicks to get lines patched in, but I'd like to officially request to Obsidian that any future DLC sidekicks get included in the Ukaizo conversations
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there's no real hints about it in the game, but what I like to think is that Eothas got wind of the Leaden Key's plan and the lengths they were going to go to to preserve the secrets of the gods made him think about whether the secrets even deserved to stay hidden, or whether the gods were worth suffering on the scale of the Hollowborn plague. He decided it wasn't worth it and that he'd get ahead of the Leaden Key and expose the gods. Most of the lore in the DLC left me lukewarm (though I was excited to see they made a point of saying the guy who brought down Ukaizo had a beard, meaning it must have been Thaos!!) but I loved the Waidwen stuff. Playing both sides of a conversation with multiple dialogue options was great, and they built up a lot of sympathy for Waidwen and the relationship between them with just a few short scenes. The reveal/retcon that Thaos knew about the Godhammer all along and let it happen because it would serve his goal of getting kith to question the gods is one of those twists that managed to both surprise me and make complete sense. Actually fighting the dragon was a pedestrian affair, and the following zone was really annoying, and I can't help but feel the final fight felt a bit pointless. The atmosphere was well done though, and overall I'm really happy with this DLC
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You can also tell the vithrack in Delver's Row when he asks you to tell him a secret. Don't know how he reacts to it, I kind of liked keeping that secret given the opportunity. I agree with the developer comments I've seen that you wouldn't be able to actually convince anyone of the truth, but I'd still have liked more options to say it. Especially with companions, where it could affect your relationships. It's not just you that knows either- Aloth, Pallegina and Eder could all have it affect their relationships with other companions too