Gary1986
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Posts posted by Gary1986
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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.
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.
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Anyone here interested in it by any chance? At the very least, you get four Level 17-20 ship fights to look forward to.
(Well, that and the ever-elusive Gipon Prudensco)
Elaborate?
Cheers
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You plunged screaming onto the forums.
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You can easily get it from the shipwreck on this island
Damn, it was really good . I think I got it somewhere pretty early.
I THINK i got it from one of the many shipwrecks.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.
**** me, if i remember which one though
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.
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Hey all,
Can I get a save depicting the issue?
Thanks!
-Caleb
Create a new game and console command a level up, use the level up on random spells/abilities and you'll see it.
The reason I say this is if you load somebody's save you won't see the problem as it goes away once you reload a save.
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Try testing the spells with more than 1 enemy in range. Returning hits 1. Relentless hits 'em all.
Cheers pal. I must of missed that in the description.
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Both are Druid spells.
Returning Storm is a level 3 spell
Relentless Storm is a level 5 spell
Both do the exact same thing
Despite this Returning Storm seems to do more damage.
Am I missing something?
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Had to steal it also
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Pretty sure I've bought a large fang from
https://pillarsofeternity.gamepedia.com/Cuitztli%27s_Exotic_Herbs before.
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If people want to decimate Neketaka with a single casting of Chill Fog they should be able to!!!!1
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.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.
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.
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Can confirm I have this problem also
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Which buffs do you mean? 1.1 came out a while ago and I haven't seen much new in 1.1.1.
1.2 Beta patch I think he means
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Yeah I worked that out yesterday also. It's in the abilities gamesdatabundle.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 )
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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.
If somebody wants the edited abilities gamesdatabundle file to put in the override folder let me know.
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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.
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When I respecced my Zealot-Priest of Wael, my level 1 Rogue ability was missing. My Priest spells were there though.
Cheers
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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.
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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.
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Nevermind found it.
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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.
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Hi.
Which gamedatabundle are figurines data kept in? There has been a big change to figurines in the upcoming patch so I'd like to just do an edit once the patch hits.
Cheers
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"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.
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"Figurine Items are now charged items with an additional limit of 1/Rest use"
Why do the have charges? It's a single player game, surely a nerf like this doesn't need to happen?
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No it's a rogue/priest (subclass wael)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.
You're thinking of a Templar paladin/priest.
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I just started this multiclass today and I must say I'm really enjoying it. I've searched this part of the forums a few times and never seen Zealots being mentioned as much as other multiclass builds. Am I missing something with Zealots? Like do they start off good and fun and then get bad as you progress?
Cheers
Principi Reputation - Gopen Prudensco
in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Posted
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