Jump to content

Gary1986

Members
  • Posts

    512
  • Joined

  • Last visited

Posts posted by Gary1986

  1.  

     

     

    Funnily enough, I was looking into this yesterday but I couldn't figure out how to get his ship to spawn in an ongoing game.

    Guess who finally cracked this nut and has figured out how to summon ALL four Boss Faction Ships in a game via a mod. :dancing:

    Doesn't require any mucking about with the reputation system or anything. Even better, with the mod manager coming in 1.2.0, getting these ships to appear mid-game is literally as easy as pressing a button in the Options Window when one is on the main screen.

     

    ===

     

    Anyone here interested in it by any chance? At the very least, you get four Level 17-20 ship fights to look forward to. :brows:

     

    (Well, that and the ever-elusive Gipon Prudensco)

    Elaborate?

     

    Cheers

    Talking about this in a couple of different threads at once, so I'll give an overview of the situation.

     

    If you piss off a faction enough, usually by hitting -3 in reputation with them, a extremely high level ship will spawn on the world map. That ship, with the exception of the RDC one (see below) will then wander around a section of the world map and attack you if you get to close to them.

     

    The RDC's ship is a little different as it heads straight to Cignatath Mor, near Sayuka, and stays there (though it does go after you when you approach it). This makes me think it is more tied into that questline, but I'm not entirely sure as I haven't done that quest in such a way that annoys the RDC.

     

    In three of those encounters, it is possible to get a Unique Item after the battle, including the aforementioned Gipon Prudensco, which a lot of folks were looking for (the other two are the shield Akola's Apex Ward by defeating the high level Huana ship, and the pike Wicked Beast by defeating the high level VTC ship).

     

    ====

     

    The 'problem' is, these ships will only spawn on the world map if one gets a -3 in reputation with that faction (with the possible exception of the RDC). And for folks who want these items (or just want a challenge at a high level), it's very hard to get them to show up once folks have done faction quests. In fact, it's probably impossible since the game goes to Mixed instead of Bad if one has any ranks of Good with a faction.

     

    Plus a lot of folks just don't want negative rep with factions, unless they're doing it for RP reasons.

     

    But the nice thing about Deadfire is that a lot of things can be modded.

     

    So I set out to try to figure out how to get these high level ships to spawn on the world map without any sort of precondition and then how to fight them.

     

    I finally figured it out a few days ago and I've been testing it ever since. :)

     

    I now have a home mod which spawns all four of these 'vengeance'/'punishment' ships onto the world map so they can be fought when the player feels like it. Either because someone wants those unique items or because someone wants a high level ship battle.

     

    The really nice thing is with the Mod Manager in 1.2.0 it becomes as easy as hitting a button to load the mod or disable it. So it could be put in someones override folder but not enabled until they think they can handle a Level 17 to 20 ship battle.

     

    Beats running away from them as fast as one can at 5th or 6th level. :lol:

    Any chance you can give me a quick rundown on what gamedatabundle file to edit and what to edit so I can create one to put in my override folder?

     

    Cheers

  2.  

    Funnily enough, I was looking into this yesterday but I couldn't figure out how to get his ship to spawn in an ongoing game.

    Guess who finally cracked this nut and has figured out how to summon ALL four Boss Faction Ships in a game via a mod. :dancing:

    Doesn't require any mucking about with the reputation system or anything. Even better, with the mod manager coming in 1.2.0, getting these ships to appear mid-game is literally as easy as pressing a button in the Options Window when one is on the main screen.

     

    ===

     

    Anyone here interested in it by any chance? At the very least, you get four Level 17-20 ship fights to look forward to. :brows:

     

    (Well, that and the ever-elusive Gipon Prudensco)

    Elaborate?

     

    Cheers

  3.  

     

    Hey, does anybody know where to get an amulet that summons a big drake? I had it in my first playthrough, but can't find it in the second (probably random drop) and I don't remember the name of it.

    I THINK i got it from one of the many shipwrecks.

     

    **** me, if i remember which one though

    Damn, it was really good :unsure: . I think I got it somewhere pretty early.
    You can easily get it from the shipwreck on this island

     

    https://pillarsofeternity.gamepedia.com/Tangaloa_Island

     

    It's one of the first items I always go and grab. You may need to save scum 3-4 times.

    • Like 1
  4.  

     

    Insolentius might have been a bit heavy with their post, but it's correct. Challenge should come from a properly tuned game. I'm tired of these "self control" and "purposely gimp yourself" posts. If you can't beat the game without figurine spam, lower the difficulty. If that reasoning doesn't sit right with you, I'm as happy to subtly accuse you of lacking virtues as the people droning on about self control seem to be.

    If people want to spam figurines they should be able too. Why are you telling people how they should play their single player game? If people can't control themselves from figurine spam they shouldn't get the developers to change it so it changes it for everybody.
    If people want to decimate Neketaka with a single casting of Chill Fog they should be able to!!!!1

     

    It's like you quoted my post without reading it. Just repeating the same drivel. I'll go ahead and give Insolentius a like now.

    Well it looks like it touched a nerve, so I'll keep saying it because it's true. Nice way of of making it look like I think people should be able to do everything and anything. We are on about figurines, not destroying the main city with a single spell (something that was we was never able to do in the beginning). Those two examples are incomparable.

    • Like 2
  5. For folks who want to revert/keep figurines the way there were in 1.1.1 (and before), the relevant data is in abilities.gamedatabundle NOT in items.gamedatabundle.

     

    For example:

     

    1.1.1:

    {
    			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
    			"DebugName": "Figurine_Battered_Dog_Ability",
    			"ID": "d413261a-1919-4924-ab10-23b3e03272b5",
    			"Components": [{
    					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
    					"KeywordsIDs": ["ddf90f19-c9a2-4087-a1a7-a00ee46bc3dd"],
    					"DisplayName": 4072,
    					"Description": -1,
    					"UpgradeDescriptions": [],
    					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
    					"Vocalization": "NoVocalization",
    					"Icon": "",
    					"UsageType": "None",
    					"UsageValue": 0,
    					"AbilityClass": "None",
    					"AbilityLevel": 1,
    					"IsPassive": "false",
    					"StackingRuleOverride": "Default",
    					"TriggerOnHit": "false",
    					"IsModal": "false",
    					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
    					"IsCombatOnly": "true",
    					"IsNonCombatOnly": "false",
    					"HideFromUI": "false",
    					"HideFromCombatLog": "false",
    					"UniqueSet": "None",
    					"NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
    					"DurationOverride": 0,
    					"OverrideEmpower": "Default",
    					"ClearsOnMovement": "false",
    					"CannotActivateWhileInStealth": "false",
    					"CannotActivateWhileInvisible": "false",
    					"ActivationPrerequisites": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						}
    					},
    					"ApplicationPrerequisites": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						}
    					},
    					"DeactivationPrerequisites": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						}
    					},
    					"PowerLevelScaling": {
    						"BaseLevel": 0,
    						"LevelIncrement": 1,
    						"MaxLevel": 0,
    						"DamageAdjustment": 1,
    						"DurationAdjustment": 1,
    						"BounceCountAdjustment": 0,
    						"ProjectileCountAdjustment": 0,
    						"AccuracyAdjustment": 0,
    						"PenetrationAdjustment": 0
    					},
    					"StatusEffectKeywordsIDs": [],
    					"StatusEffectsIDs": [],
    					"VisualEffects": [],
    					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
    					"AttackID": "7b07ae25-2819-4e32-a025-1459b6b5543d",
    					"AITargetingConditional": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						},
    						"Scripts": []
    					},
    					"AudioEventListID": "00000000-0000-0000-0000-000000000000"
    				}, {
    					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
    				}
    			]
    		}, 
    
    1.2.0:
    {
    			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
    			"DebugName": "Figurine_Battered_Dog_Ability",
    			"ID": "d413261a-1919-4924-ab10-23b3e03272b5",
    			"Components": [{
    					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
    					"KeywordsIDs": ["ddf90f19-c9a2-4087-a1a7-a00ee46bc3dd"],
    					"DisplayName": 4072,
    					"Description": -1,
    					"UpgradeDescriptions": [],
    					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
    					"Vocalization": "NoVocalization",
    					"Icon": "",
    					"UsageType": "Charged",
    					"UsageValue": 8,
    					"AbilityClassID": "00000000-0000-0000-0000-000000000000",
    					"AbilityLevel": 0,
    					"IsPassive": "false",
    					"StackingRuleOverride": "Default",
    					"TriggerOnHit": "false",
    					"IsModal": "false",
    					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
    					"IsCombatOnly": "true",
    					"IsNonCombatOnly": "false",
    					"HideFromUI": "false",
    					"HideFromCombatLog": "false",
    					"UniqueSet": "None",
    					"NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
    					"DurationOverride": 0,
    					"OverrideEmpower": "Default",
    					"ClearsOnMovement": "false",
    					"CannotActivateWhileInStealth": "false",
    					"CannotActivateWhileInvisible": "false",
    					"ActivationPrerequisites": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						}
    					},
    					"ApplicationPrerequisites": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						}
    					},
    					"DeactivationPrerequisites": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						}
    					},
    					"PowerLevelScaling": {
    						"ScalingType": "ModifiersOnly",
    						"BaseLevel": 0,
    						"LevelIncrement": 1,
    						"MaxLevel": 0,
    						"DamageAdjustment": 1,
    						"DurationAdjustment": 1,
    						"BounceCountAdjustment": 0,
    						"ProjectileCountAdjustment": 0,
    						"AccuracyAdjustment": 0,
    						"PenetrationAdjustment": 0
    					},
    					"StatusEffectKeywordsIDs": [],
    					"StatusEffectsIDs": [],
    					"VisualEffects": [],
    					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
    					"AttackID": "7b07ae25-2819-4e32-a025-1459b6b5543d",
    					"AITargetingConditional": {
    						"Conditional": {
    							"Operator": 0,
    							"Components": []
    						},
    						"Scripts": []
    					},
    					"AudioEventListID": "00000000-0000-0000-0000-000000000000"
    				}, {
    					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
    				}
    			]
    		}
    
    Specifically change:

    "UsageType": "Charged",

    "UsageValue": 8,

     

    to:

     

    "UsageType": "None",

    "UsageValue": 0,

     

    (with the UsuageValue changing as appropriate).

     

    Shouldn't be too hard for someone to mod this up and release it to the community if there is enough demand.

     

    ("NOT IT" he quickly said, BTW :lol:)

     

    ====

     

    NOTE:::: There's a couple of other differences between the statblocks, but they're not relevant here and have to do with overall changes between 1.1.1 and 1.2.0.

     

    SECOND NOTE:::: The Effigy Doll was already at 1 charge before 1.2.0, so that should be kept as-is if folks just want the functionality as it was in 1.1.1.

    Yeah I worked that out yesterday also. It's in the abilities gamesdatabundle.

     

    If somebody wants the edited abilities gamesdatabundle file to put in the override folder let me know.

  6. Insolentius might have been a bit heavy with their post, but it's correct. Challenge should come from a properly tuned game. I'm tired of these "self control" and "purposely gimp yourself" posts. If you can't beat the game without figurine spam, lower the difficulty. If that reasoning doesn't sit right with you, I'm as happy to subtly accuse you of lacking virtues as the people droning on about self control seem to be.

    If people want to spam figurines they should be able too. Why are you telling people how they should play their single player game? If people can't control themselves from figurine spam they shouldn't get the developers to change it so it changes it for everybody.

    • Like 5
  7. I asked for figurines nerf (wasnt the only one). Not because I cannot hold myself, but because they were obviously out of line. Quick slot tools (scrolls, drugs, poisons, potions and bombs) are consumables. Figurines have way stronger effects, need no crafting/skill investiment, and could be used every single fight.

     

    Balance in single player games is not treating people like babies. On the other hand, the emotional outburst many players exhibit after a couple nerfs is concerning behavior.

    The figurines were "out of line" for whom? It's obvious people just couldn't set personal limits for themselves so they moaned for something to be changed which didn't need to be changed.

    • Like 2
  8.  

    im glad they nerfed them .

     

    You should base your entire combat around spamming figs

     

    and yeah this will make solo far harder

    This is ridiculous. Why would the developers care if it makes soloing harder? Do they get a bonus the fewer people who complete the game solo? Really, if the soloer wants it harder then they just don't use figurines. This isn't rocket surgery.

     

    I rarely use chanters and I hardly ever use any summoning spells, so it has been nice to have the figurines as an available option, one that I can take away or add without wasting a class resource.

     

    How many charges are we talking here? I don't use figurines often, but probably enough to expend charges? Or can we, as I've done with other charged items, sell it and buy it back recharged?

     

    I am hesitant to update to 1.2 now. Or I guess I jump into the console and get more that way, which really sounds like a worse situation to me than a solo player spamming figurines.

     

    I (sometimes) understand nerfing, even when I disagree with a particular nerf. But this is removing player style options, not nerfing.

     

    Criminy. I'm never getting invested so soon in a game again. I'll wait until these games are on sale a few years down the road. This roller coaster ride of constant developer tweaking is annoying as hell.

     

    Joe

    Just copy and paste the figurines from the items gamesdatabundle file into a new gamesdatabundle file (before you installed the beta) and put it in the override folder. I've done just that and have the beta installed now and I don't have charges on my figurines.

  9. im glad they nerfed them .

     

    You should base your entire combat around spamming figs

     

    and yeah this will make solo far harder

    But it's a single player game? You were never forced to use them to begin with?

     

    If you found the game easy with them, don't use them or spam them. Have some self control or set a personal limit.

    • Like 4
  10. "Figurine Items are now charged items with an additional limit of 1/Rest use"

     

    Could I get an explanation on why figurines now have charges? Is it because people complained about it in a single player game and they couldn't hold themselves back from using them, so now we have to treat them and everybody else like babies by adding limited charges to them?

     

    I just don't get nerfs like this in a single player game.

    • Like 7
  11. Zealot is a Paladin/Priest?

     

    If so, and this is my opinion, priest and paladin are the two most boring classes in the game as of right now. ;P

     

    Priest is the probably THE worst class in the game. Since most of their buffs became "inspirations" priests died.

    No it's a rogue/priest (subclass wael)

     

    You're thinking of a Templar paladin/priest.

×
×
  • Create New...