Everything posted by theBalthazar
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[Release] Community Patch Mod
theBalthazar replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)I hope, one day, Obsidian will take a look in this patch... ...And integrate most of the changes in a true official update ! (I dream)
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Deadfire Polishing Poll
Blood surge could be at 33 % It is a level 9 ability. For tight scores, I think in this case, we must choose the closest result to the original game.
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[4.1.2] Shadowing Beyond + Backstab bug
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Grrr... Obsidian... Thanks for the others. This mod. will be mine. You have all my support.
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Patch Notes for 5.0.0
I agree, It is very weird. Few area are better, other are worst. Like tikawara with a loss of 10 fps without explanation, weither effects etc.
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[1.0 to 5.0] Knock up and Micromanagement
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Indeed. It could be a very good idea. Prone is not concerned by the aerial effect. We can skip all the air effect and only put the total of the value only on a bigger prone duration. Like that no problems. This is the best way to go !^^ This patch will become essential to me if he do that. I hope responsible changes to make it almost official !^^ (Like 95 % repair, and 5 % of personal interpretation, and not the reverse) Because players must feel the respect of the original work. I am not a big fan of custom content generally (I dont like the sacrilege side), except when this is 100 % legit like TSLMR for Kotor 2 or Vampire bloodlines with Verner Patch (for example).
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[Bug 4.0] Arcane Archer not scaling as expected
theBalthazar replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)It is a shame. This game clearly need one or two addtionnal patch. Community patch is always awsome, but I know people don't know this kind of upgrade exist, or people don't like modify the original game, or even, the version for console ?
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Patch Notes for 5.0.0
I have few lowering FPS in Tikawara. 60 FPS ... 60 FPS. Instant hurt 20 FPS. (mini freeze) 60 FPS 60 FPS.... Normal ? (Witcher 3 is perfectly fluid)
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Legacy Issues and Solutions
theBalthazar replied to SChin's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Schin there will never be a new patch ? : ( Because there is a good change to make if it is not too complicate : Make Knock up always a valid target. (red circle never disapear = not like now). For the pleasure of the game, it should be a true added value. For a console version for example... I love give order but here, you give an order never applied after a Knock up.
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[1.0 to 5.0] Knock up and Micromanagement
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Arf...
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[1.0 to 5.0] Knock up and Micromanagement
Hello guys, There is a delay when an ennemy is KNOCK UP. During this delay, the ennemy becoming untargettable. (red circle disapear and reappear few seconds after).All the orders of others companions are cancelled because during a brief moment = no presence. It is pretty annoying. I tell you this because I have recently created a team with a lot of Fighter and Mule kick. And each micro cancelled add a lot of new micro for each action cancelled. Eg : 1. Mule kick 2. Mule kick 3. Flame of devotion 4. Flame of devotion 5. Mule kick The character ONE (1) will touch. Ok. Because it is Mule kick (and knock up more exactly) Characters 2, 3, 4, 5 will have cancelled orders. (It is like Knock up make a target invisible for few seconds) Ok... So I must give them orders again. (Micromanagement +++++) You see ?^^ It's so annoying, that the best strategy with a lot of 'knock up" in this kind of case, is to give a different target to everyone, to avoid crossing attacks! More ! Sometimes with a bad luck, the action of OTHERS members of the team occurs just DURING the knock up^^ and here, there is no effect at all (doing in the wind like we said in french). So... The solution ? Make targetable/damaging the ennemy even during the "knock up" animation. There is no RP reason to make a target less accessible during this moment. On the contrary, it is the moment when he is the most vulnerable.
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Any estimated date for 4.2 beta?
theBalthazar replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
- [4.1.2] Confounding blind and Supressed Deflection...
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Already give my idea highter : I prefer a low value but effective at the start. To avoid few situations where there is no bonus at all, when flanking is active. So -2 can be a good start. Generally I am a fan of "all value works" (= all stack) EVEN with a reduced amount. (if the value must be reduced obviously) Because this is better for theory crafting and the "feeling" of a true bonus. ("Oh no my bonus is cancelled, too bad") And if there a stack effect, I am not against up to -4. It is a good number. -2 to -4 is the good ampan. So -2 or -3 are the best bet. If there is no stack now : Perhaps double the actual value : -6x3. (-6 + -6 = -2 in to hit if we count Flanked, the third add -6 etc. But stay... strong. Don't work really if the two first hit are reduced)- [4.1.2] Confounding blind and Supressed Deflection...
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)In fact, the topic talk of one thing. The supressed effect of one ability. In don't see where there is a wrong info. You can tell me the limit arrive too quickly for you, yes. and there is no debate on a "feeling". But don't tell me this is wrong... There is a picture where the effect is supressed. For all the situation possible (lot of projectiles or not) , I think an immediate stack effect is better for no projectiles, even with a reduced amount.- Any estimated date for 4.2 beta?
theBalthazar replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It is not totally the thing of "taking their time". It is more... to know/understand the situation. After that yes, Obsidian must take their time.- [4.1.2] rot skulls area of effect has 0 base PEN
theBalthazar replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Obsidian : Ok devs, today we must upset the code. Any ideas ? Ted : I think we can put penetration value at 0 ? Obsidian : Good idea I take it.- Any estimated date for 4.2 beta?
theBalthazar replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)ASAP = As Soon as Possibly- [1.0 to 4.1.2] Knock up and Micromanagement
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Bump !- [4.1.2] Mob stance, bad description or bug ?
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Bump !- [4.1.2] Confounding blind and Supressed Deflection...
theBalthazar replied to theBalthazar's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Bump !- [BUG 4.1] AoE weapons no longer apply afflictions in an area
theBalthazar replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Schin, where are you ?- [4.1.2 MAJOR BUG] Broken core mechanic: Afflictions not supressable/not removable by inspirations
theBalthazar replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)atm I think Obsidian team is not here. Schin and co do not answer. For the bugs, I think, I hope a good questionning for Obsidian on the subject of the bugs. Few question in the wind : 1) The propensity of the number of bugs in Obsidian is normal or worst than normal ? 2) What can do obsidian (or microsoft) to adjust the case once and for all. 3) The cost of this change. Keeping in mind that with every gamer I meet, always the same presentation of the studio: Excellent, inspired, great games, but extremely buggy. This is very damaging to Obsidian's reputation and to buying day one (= Fear of the unplayable/annoying game = I wait 1 year of patch etc.)- [BUG 4.1] AoE weapons no longer apply afflictions in an area
theBalthazar replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)I think all the team is on Outer World. Snif- NWN2 A Mod Absolutely Essential / To memorize in the case of a REMAKE... ^^
Hello, I don't know if any dev will read this post but... I try my luck. One of the biggest problem in NWN 2 with casters is the buff time. My actual character for example, at level 30 have 3 LINES of 10 spells. Domains + Items + wand + Priest spell list + Stormlord + Frenzy... When you have +30 buffs... It is a LOSS of time absolutely terrible every 3-4 battles. But more than that, it breaks the rythm of the game. THIS MOD allow to increase SPEED of casting OUTSIDE of battle. If one day there is a remake, I hope a native way to do this ! To try urgently. It is very useful. I don't like MODS generally but that one is just a perfect and discreet tool. ------------------------------------------------------- INSTALLATION : https://neverwintervault.org/project/nwn2/script/metaprepa 1) Install folder in "Override" folder For example : C:\GOG Games\Neverwinter Nights 2 Complete\Override\kL_MetaPrepa Found YOUR installation obviously^^... 2) At the start of a campain (Original Campain, MotB etc.) or a module, Alt gr + 7 + 8 (3 buttons at the same time). You reach the console commands. Delete the /. 3) "DebugMode 1" This activate the commands. 4) "RunScript mrop" One item appear in the Main Character. 5) "DebugMode 0" To desactivate the commands once it is done. 6) Voilà. Use the rod a first time and choose "fast mode". USE : A) Use rod on the item himself to start the learning mode. You cast normally you spells, once. B) After that, rod on himself again, to STOP the learning mode. C) Finally, when you use the rod on the main character, he will cast all spells in fast mode in 2-3 seconds... A must have... If you want Change/destroy one spell : A book has been created with the learning mode. You pick a spell in this book. This "file" arrive in the inventory. In your inventory you "destroy" this spell with a double click (Be reassured : it is More the "indirect command" of this spell obviously, you have always your spell !). If you want destroy all spells : Rod on the book. this will destroy the book and you can restart "learning phase" for all spells properly. One more thing : if you try that in battle, its legit : the fast mode is desactivate !... So each action is 6 seconds again... Sometimes, few elements are not includes : Like spells with ITEMS. but globally it is monstruous gain of time. ----------------------------------------------- Frankly it is so convenient that I adopted it definitively recently.- NWN2 A Mod Absolutely Essential / To memorize in the case of a REMAKE... ^^
Hello, I don't know if any dev will read this post but... I try my luck. One of the biggest problem in NWN 2 with casters is the buff time. My actual character for example, at level 30 have 3 LINES of 10 spells. Domains + Items + wand + Priest spell list + Stormlord + Frenzy... When you have +30 buffs... It is a LOSS of time absolutely terrible every 3-4 battles. But more than that, it breaks the rythm of the game. THIS MOD allow to increase SPEED of casting OUTSIDE of battle. If one day there is a remake, I hope a native way to do this ! To try urgently. It is very useful. I don't like MODS generally but that one is just a perfect and discreet tool. ------------------------------------------------------- INSTALLATION : https://neverwintervault.org/project/nwn2/script/metaprepa 1) Install folder in "Override" folder For example : C:\GOG Games\Neverwinter Nights 2 Complete\Override\kL_MetaPrepa Found YOUR installation obviously^^... 2) At the start of a campain (Original Campain, MotB etc.) or a module, Alt gr + 7 + 8 (3 buttons at the same time). You reach the console commands. Delete the /. 3) "DebugMode 1" This activate the commands. 4) "RunScript mrop" One item appear in the Main Character. 5) "DebugMode 0" To desactivate the commands once it is done. 6) Voilà. Use the rod a first time and choose "fast mode". USE : A) Use rod on the item himself to start the learning mode. You cast normally you spells, once. B) After that, rod on himself again, to STOP the learning mode. C) Finally, when you use the rod on the main character, he will cast all spells in fast mode in 2-3 seconds... A must have... If you want Change/destroy one spell : A book has been created with the learning mode. You pick a spell in this book. This "file" arrive in the inventory. In your inventory you "destroy" this spell with a double click (Be reassured : it is More the "indirect command" of this spell obviously, you have always your spell !). If you want destroy all spells : Rod on the book. this will destroy the book and you can restart "learning phase" for all spells properly. One more thing : if you try that in battle, its legit : the fast mode is desactivate !... So each action is 6 seconds again... Sometimes, few elements are not includes : Like spells with ITEMS. but globally it is monstruous gain of time. ----------------------------------------------- Frankly it is so convenient that I adopted it definitively recently.- [4.1.2] Suppress Affliction not actually clearing afflictions
theBalthazar replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!) - [4.1.2] Confounding blind and Supressed Deflection...