Jump to content

house2fly

Members
  • Posts

    1221
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by house2fly

  1. 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
  2. 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?
  3. I really don't care about mods. I want to play the game, how the developers intented it (relating to difficulty).the developers don't intend anything, give mods a whirl
  4. A one-sentence description of something is often more interesting than a thorough exploration of it. Woah, a psychic pirate who used to be a slave? An ethnic Huana who works as a spy and assassin for Rauatai? A fanatical priest of Gaun on a mission to collect souls? Sign me up!
  5. You can experience progression in other ways, for example levelling up a soulbound weapon is as fun as levelling up a character. But I think Obsidian is underestimating the lizard-brain appeal of getting xp
  6. yeah, people already believed in gods. What was needed was a single unified pantheon to be The Answer, and the way to get people to abandon their god and follow yours is, well, by having your god be real
  7. Nope. Why? Why???? Because it would be awkward to implement and require significant GUI changes for basically no meaningful return, presumably. if only they could have known they'd be making post-release DLC, then they'd have been able to design the level cap and GUI with it in mind
  8. So the only reason to follow a god is they might kill you if you don't?Given the Gods apathy towards life they'll probably kill you regardless of worship.oh cool, there's no reason to worship gods at all
  9. Maybe try not picking things at level 1 that suck
  10. So the only reason to follow a god is they might kill you if you don't?
  11. 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?
  12. 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
  13. Thaos believes people need to believe in greater meaning to life, and that not having meaning will drive them to despair. That's why he goes to such lengths to cover up the origins of the gods- they're pointless if people know they were made
  14. I see. I get to enjoy the game's lore more if I understand the whys and hows. I wonder what happens without the reincarnation cycle, though. Kind of sounds like sentient life is doomed, and so are the gods. From what Eothas says, the idea is that
  15. The real question is how relevant the gods' existence or not is to the average person. If they're not relevant, what's the point of having them? If they are relevant, why do they deserve that relevance? So actually i guess the real question is "what's the point of gods?"
  16. If you don't see how being created makes the Engwithan Gods "not gods" then a better question might be: what is a god, and how should people react to its existence? Worship? Why?
  17. If the DLCs end up being a smash-hit, then I don't doubt there would be more of them. That really isn't likely considering the sales trajectory of DLCs in general, but never say never
  18. 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
  19. 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
  20. This is really cool thanks! I agree it'd probably be best to consolidate your mods, so I can more easily force a priest of every god into my party
  21. My final tally was 87 hours, but I dithered around a lot and left it idling a couple of times. 71-80 sounds about right
  22. 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
  23. That second one is based on a game board you can see in the Brass Citadel which is believed to be a map of the game world. It's as close to official as we're likely to get!
  24. yeah this. The only reason to play POE again is if you want to. If you don't, that's what the history creator is for. There's nothing wrong with it that isn't wrong with normal save importing anyway
×
×
  • Create New...