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SiliconMage

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Everything posted by SiliconMage

  1. I did this as part of a series of adding new spells to the game: https://www.nexusmods.com/pillarsofeternity2/mods/30 You have three invisibility spells: Level 2 -> Limited Invisibility: Functions like 2nd Level Invisibility from Dungeons and Dragons v3.5; has a longer duration, but as soon as the caster makes an attack, they turn visible. Level 4 -> Invisibility: Functions like 4th Level Improved Invisibility from Dungeons and Dragons v3.5; has a short duration, but attacks from the caster do not break invisibility. Additionally, this spell can only be used in Combat. Level 8 -> Superior Invisibility; upgraded from the 4th level variant of this spell, the caster can now target someone of his or her choosing; the duration is 5 seconds longer, and it can be used out of combat.
  2. I released another update to this; I added an additional conjuration spell. Level 9 - Obsidian Sword of Destruction - Summons a dimensional rift in the shape of a sword; anyone struck by the blade begins disintegrating. There is a 25% chance that the sword will dissipate after striking, however.
  3. Released a minor update: The unique weapon Wahai Poraga will no longer deal damage to allies.
  4. Hey all, I released an update for this. Invisibility spells have been added.
  5. I made this mod a bit ago, but I thought I would share it here as well. You can download it here.
  6. I believe the CharacterSubClassComponents are used in the progressiontable.gambundle files, when they are used to determine the visibility of abilities or spells to be purchased. For example, some Wizard spells are rendered "invisible" when a subclass is chosen, as Wizards have restricted schools of magic. An example of that can be seen here: { "Note": "PL 2 Unlock - Rolling Flame", "Category": "General", "UnlockStyle": "Unlock", "ActivationObject": "Self", "AddAbilityID": "e7ba6162-2a17-418e-b523-1e2dc4067446", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "Class": "Wizard", "MinimumPowerLevel": 2 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": ["123383cb-64b0-45f8-a81e-41b7e299aa78"], "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": -1985451582 }, "Not": true, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": ["816efb0e-c235-4143-8e5b-9257d053f65d"], "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": 1459496531 }, "Not": true, "Operator": 0 }] }, "VisibilityConditional": { "Operator": 0, "Components": [] }, "IsMutuallyExclusiveUpgrade": "true" } } See the ProgressionTableIsInSubclass call? I'm pretty sure that's where Subclass IDs come into play.
  7. Thanks. My next idea was to play around with Invisibility to see if I can play around with added a 2nd level Invisibility spell and a 4th Level Improved Invisibility spell, but I haven't fully looked through the status effect gamebundle yet to see if that's feasible.
  8. No. The in-game tool tip will show you what the swift actually does, which is: 900% Increased Action Speed with Spells 90% Reduced Recovery Time Basically, it makes the cast speed for most spells a fraction of a second.
  9. Hey all, I made a mod to add a couple of new spells into the game. You can download that from here if you want to give it a try. But I'm also looking for feedback on what other kinds of spells or abilities people might be interested in seeing, as well as feedback on what people think of new spells added. Thanks for your time!
  10. Yaaaay. Now it's time to give Tyranny a go after I finish my full playthrough of Pillars again.
  11. I do want companion romances, but I think like most other people in this thread, I really want them to be well done. The last update posted on the Pillars of Eternity II page was, I think, a big hint. It may be that romances are included, but all in all, it sounds like they are preparing to up their writing game for the returning companions. If the three returning companions are the only romance-able companions in the game, I would be totally fine with that. Making everyone romance-able just seems like too much.
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