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Everything posted by house2fly
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I've been trying to figure out all day how to add effects to armour, I've about given up on it. You can attach just about any effect to a weapon, but it doesn't seem possible with armour. What you CAN do is use a MaterialReplacement ID, which changes your entire character model- materialreplacement is how woodskin or petrification the goldpact paladin Gilded Enmity ability works. That's a bit extreme for just wearing an armour, but it's the only way I've found
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First Mod (spoilers)
house2fly replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hit Ctrl+F in Notepad++ and the Find menu includes a "count" option. Looks like you've got one } and one ] too many. I THINK they're both in the AttackFirearmComponent, which in your code above is looking like this: { "$type": "Game.GameData.AttackFirearmComponent, Assembly-CSharp", "ClipSize": 1, "ReloadTime": 5, "ReloadAnimationEndTime": 1.67, "FirearmType": "Pistol" } ] }, I think it should only need to look like this: { "$type": "Game.GameData.AttackFirearmComponent, Assembly-CSharp", "ClipSize": 1, "ReloadTime": 5, "ReloadAnimationEndTime": 1.67, "FirearmType": "Pistol" }, -
First Mod (spoilers)
house2fly replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
When that happens with me it's mostly been a dangling bracket- search for {, }, [, and ] and check there's the same number of each. Also make sure the new UUID for the attack is attached to the weapon itself under "AttackID" and i THINK the AOE attack needs to be attached to the first attack under "ExtraAttackID". As far as I know there should be no problems if they're in the bundle but aren't being used, but you'll want to make sure all the UUIDs are lined up anyway for when you modify the attacks E: also you didn't paste from the forum into the file by any chance? In your post I see one entry that says "Require****Object" which should say "RequiresHitObject" but accidentally tripped the forum's swear filter. If that somehow made it into your bundle it'd mess it up -
I spent an entire evening last week googling and trying solutions (and eventually reinstalling) because I lost access to my saved games. Turns out I had mistakenly deleted a < from a stringtable. Embrace the headbanging, you'll figure this out. ha, I did the same thing. Continue and Load greyed out with spinning wheel icon. What happened?? Nearly drove me mad
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You might end up with phantom effects or something along those lines. I had a save with the Trinkets mod, and one character had a trinket equipped. When I deleted it that character had an empty trinket slot and a MissingItemMods permanent effect... oops. So make sure you don't have any equipment from the mod on your character, or any effects active. Other than that mods shouldn't affect much E: I have had an issue that was similar when I went to the Black Cupboard. Never figured out what caused it, maybe mods or maybe some quest bug. I know it persisted through a complete reinstall, and I had to delete the Black Cupboard from my save entirely to go in there again
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There's info on just about everything on this site: https://eternity.obsidian.net/game-data-formats/concepts In this case, the "usagetype" is listed in the documentation as a "cooldowntype" here: https://eternity.obsidian.net/game-data-formats/enumerations#262ff2ff-f135-4e40-9a40-9da8eaa4529d You can change it to PerEncounter, PerRest, etc. "None" is one of the cooldown types, but I don't know what happens in that case
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Someone's going to get to Ukaizo eventually, so many people are on the brink of finding it that it's basically inevitable. Once they're there they'll turn the storms off and Eothas will come ashore completely unhindered. From the gods' perspective, the goal would be for you to be the one to reach Ukaizo so you can chat with Eothas before he breaks the Wheel.
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It's not like Deadfire is some masterpiece of subtlety. I do think things could have been improved a lot by making the player an active participant, so you're not just reacting to Eothas. After-the-fact story treatments are annoying, but what the hell, here's an idea: Eothas survives Ashen Maw but his body is weakened and he's no longer sure he can survive the storms around Ukaizo. He tells you that once Ukaizo is found the storms can be turned off and he'll surface to break the Wheel. The gods do as they do now, tell you that you have to be the one to reach Ukaizo so you can talk to Eothas before he does his thing. You go to Ukaizo, stop the storms, Eothas follows behind. This would put Eothas on your schedule and gets rid of fhe friction between main quest and side quests (aka Why Am I Sailing Around When Eothas Is Going To Ukaizo Right Now). You can mod dialogue now I think, so I might try and change Eothas's dialogue around Ashen Maw to give the impression that's what's happening
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Regarding the Lord Of The Rings example, LOTR is a story about good triumphing against evil- the Ring is destroyed by a team effort of self-sacrifice, love, faith and mercy, because the author wanted to show that those things are good. The characters are heroes we should aspire to, not just Aragorn and Gandalf but Frodo and Sam. Deadfire isn't about the same thing; you're not on a heroic quest to destroy evil. The game's authors don't really talk about themes, but based on the material and trying to relate the main quest to the factions, I'd say: Deadfire is a story about the march of history and the ever-evolving state of the world. The Deadfire is in flux, pulled between the factions; it's not the same now as it was, and in the future it won't be as it is today. Eothas is history itself made manifest, and you can't stop him any more than you can stop time passing. You can't hold onto the past, but you're a part of history as well and you can influence the future. The new world won't be as the old was, but you (we) have a voice in the shape of the future
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I don't believe POE2 exists to set up POE3, at the very least not just to do that. I believe the point was to take the earth-shattering revelation from the end of POE1 and make it actually earth-shattering. P1's reveal that the gods are fake pretty much just affected the player character and friends; P2's affects the entire world. Stopping Eothas from breaking the Wheel would mean you're preserving the status quo, and if you like the status quo that's a fair goal, but it really only serves the gods
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I guess a good question would be, after Ashen Maw why did you think the goal was to stop Eothas? That's the point at which Sawyer expected players to realise Eothas was unstoppable because a) he's a god, b) he's the size of a skyscraper, c) he walks away from a volcanic eruption without a scratch. If you came away from that wanting/expecting to fight Eothas still then Sawyer's story presumably has failed there. Figuring out what gave you that impression might be useful for future projects
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If you take the "main plot" as being the parts involving Eothas specifically (though the game considers the main plot to be your interactions with the factions, with Eothas and Ukaizo just being something for all the faction stuff to accrete around, which is why the final boss battle is against the leader of another faction and the party member who was allied with them) then you still have influence over Eothas (though "bear witness" having the same effect as "think of the souls" sucks). As for "anyone could reach Ukaizo" sure, but the Watcher does reach Ukaizo, and slays the Guardian, and turns off the storms. It's not as cool as defeating Thaos but it's still pretty cool to be the first to set foot in the lost city
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It's fairly stable. Still a couple of quest bugs, but in my experience they're rare. Something corrupted one of my saves but it might have been related to a mod. I think save imports are working now, but the effects are very minor so you might not even notice if something is different. It's safe to say this is more stable now than the first game ever was, though there are going to be more patches probably until November/December when the last DLC pack is out. I doubt there'll be too much more in the way of balance changes(what more could they nerf at this point??)
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In Pillars Of Eternity 2 you determine which faction gains control of Ukaizo, and hence the fate(short term at least) of the whole archipelago- and possibly the world, since if the Wheel is rebuilt it'll presumably be on that faction's terms. Your interactions with your party members can determine their fates, and even how they feel about each other. When you speak to Eothas you can convince him to follow up the destruction of the Wheel in multiple ways- empower Berath, empower mortals, provide a home for lost souls. The only thing you can't do is prevent the destruction of the Wheel. I am disappointed myself in the final conversation (it actually feels contrived to give the player too much agency- why did Eothas wait for me to get there before breaking the Wheel, and why does my opinion matter so much to him?) and in the way the ending slides don't really give much of an impression of the Wheel being rebuilt, but these cries of "nothing I did made a difference, I was just a spectator in the narrative" are getting a bit silly.