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Everything posted by house2fly
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You can certainly create new keywords: Same as making anything else: go into the GUI file, copy the data of a keyword in there, paste in your own gamedatabundle file, just need a new UUID and a GUI stringtable file for the name. I don't know that much about keywords, but presumably you can then create a spell or item which affects anything with that keyword
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Thanks to some very helpful people here and in the slack, I'm coming along pretty decently. I've got an item set up with some mutually-exclusive enchantments which grant abilities, and I figure once I have two items I'm happy with I'll put a file on the nexus and update it as and when- I've had a lot of free time at work so jotted down a ton of hopefully-doable stuff. I do have a couple of questions: 1) is there a way to add the glow effect from something like the Voulge or Magran's Favor? I've messed around a bit with that and i wonder if that glow is just part of the model rather than a visual effect 2) is there a status effect that can cast an AOE spell on a critical hit?
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First Mod (spoilers)
house2fly replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Q for peardox: you mention having to have a save before ever talking to the vendor, but in my save I used the temple vendor in Sacred Stair as my vendor and I've talked to her plenty before, and the items seem to show up just fine. Same for, say, TT1's items- I've chatted with the Wild Mare vendor a million times. Why do you need a "fresh" save? -
It's the reason Thaos gives, though maybe not the reason for any given Engwithan who was in on it. Thaos says that without the gods existence would be hollow because there would be no greater meaning apart from the Wheel. You're right about the other ways "greater meaning" could have been achieved; this is something you can pretty much say to Thaos with the line about "teaching people there were no gods" which was Iovara's position, and the one I agree with. If the gods don't represent the greater meaning the Engwithans claim them to, there's no reason to have them
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people complained that PoE1 wasn't railroady enough, so this is what you get EDIT: Missed the party, but have a question just in case the devs are still reading this thread: will the DLC adventure add ending slides to the main game like White March did in PoE1? This may have been answered in the stream, but I can't watch for a couple of hours
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I have very limited time right now to get to grips with how modding works, so please bear with me. If I think of a question I'll pop it in this thread and hopefully you can help me along. First question: I want to mess with the damage types for some weapons- a club that does slash damage, a crossbow that does shock/burn etc. The standard weapon attacks are all in their own file in the game's Exported folder, of course, and I experimented with giving my crossbow the Kalakoth's Blights attack, which was pretty fun. Anyway, I looked at TT1's warbow that does shock damage and the attack for that weapon was in the same file with the weapon itself, with its own attackID. Would I just need to do the same? Say, copy over the crossbow attack into the unique crossbow file, change it to be the way I want, then give it a new UUID and put that UUID under the weapon's attackID? Is anything else needed to customise the base attack? Second question: is it possible to have an item that gives a variable damage bonus? Like, a trinket that gives +10-20% damage or whatever? Is it possible to make other variables like accuracy or penetration have a range like damage does on a weapon attack? From looking at the values those are always fixed because there isn't a minimum and maximum value like there is for damage, but I figured I'd ask in case there was something I was missing
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Performance.
house2fly replied to Hulk'O'Saurus's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I had big problems in -Sacred Stair -Hanging Sepulcher -Delver's Row -Undercroft -That Eoten/Xaurip dungeon near Neketaka -ship fights, and the ship exterior generally Everything else was ok, bar a couple of areas I didn't take notes of and a few spell effects like Chill Fog. Oh and blowing up barrels. But I'm using a low-end machine, and overall I think the game performs fairly well, probably better than the first