-
Posts
20 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Posts posted by CodeTalker
-
-
Honestly if it's only adjusting mobs down 1 level, or up to a maximum of 2 levels, that would be a little disappointing.
According to my testing and tweaks I made to progressiontables gamedatabundle, it is indeed the case - AdjustedLevelAmount 1 increases character level by 1 etc.
I was able to raise the AdjustedLevelAmount values to +4 levels max in the progressiontables game bundle. Then it appears there is a hard cap which is set for every character individually in the character gamedatabundle. For example, let's look at Naga Sea Shaman entry:
"$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp","DebugName": "CHA_CRE_Naga_Sea_Shaman",
"ID": "89f87aef-c391-490e-8f6e-894a05e0a9a2",
"Components": [{
"$type": "Game.GameData.CharacterStatsComponent, Assembly-CSharp",
"DisplayName": 258,
"Gender": "Neuter",
"RaceID": "834dbc64-f9d9-4f6c-a905-521715a4fbb9",
"SubraceID": "00000000-0000-0000-0000-000000000000",
"CultureID": "00000000-0000-0000-0000-000000000000",
"CharacterProgressionTableID": "83f597d5-6ca1-4ad0-a9fd-681b7848e679",
"BaseClassLevel": 9,
"SpeakerID": "88e449f3-ca6d-41d3-b687-c16d0871bcc4",
"NakedArmorMaterial": "Flesh",
"CreatureTypeGDID": "aece4934-43fc-4dc7-966a-76c53f884538",
"BestiaryEntryID": "67205c73-6cb5-4215-9008-a0f54d3234c5",
"BackgroundID": "05594ae8-9d20-4592-97b5-62a1d69c1ddb",
"KeywordsIDs": [],
"BaseMight": 9,
"BaseConstitution": 12,
"BaseDexterity": 11,
"BasePerception": 15,
"BaseIntellect": 18,
"BaseResolve": 12,
"SkillsList": [],
"ImmuneToEngagement": "false",
"ImmuneToAttacks": "false",
"PerceptionType": "Normal",
"StealthDetectionID": "4b59d454-61f3-472f-906f-ff36afd861c0",
"StealingAdjustmentID": "00000000-0000-0000-0000-000000000000",
"StartingMaxEngageableEnemyCount": 0,
"StartingAttackSpeedMultiplier": 1,
"StartingRateOfFireMultiplier": 1,
"StartingReloadTimeMultiplier": 1,
"PersonalityID": "00000000-0000-0000-0000-000000000000",
"AnimationAudioEventListID": "3d34733f-ec17-4462-b1b0-037f66eb6d5e",
"MinLevelAdjustment": -2,
"MaxLevelAdjustment": 4,
"IsNamedCharacter": "false"
According to this , every enemy has a baselevel and max / min level adjustment amount.
Here is my thoughts on code of levelscaling. I have not tested it yet.
{ "$type": "Game.GameData.CharacterLevelScalingTableGameData, Assembly-CSharp", "DebugName": "CL-DefaultScalingRules", /* default rule for normal enemies */ "ID": "311137d5-67c2-40ec-b21a-cf8dbd64ae1f", "Components": [{ "$type": "Game.GameData.CharacterLevelScalingTableComponent, Assembly-CSharp", "ExpectedCharacterLevelAdjustments": [{ "ExpectedDifferenceMin": -50, "ExpectedDifferenceMax": -2, /* if -50 <= characterlevel - enemybaselevel <= -2 "AdjustedLevelAmount": -1 enemyscalinglevel = enemybaselevel - 1 */ }, { "ExpectedDifferenceMin": -1, /* if -1 <= characterlevel - enemybaselevel <= 1 "ExpectedDifferenceMax": 1, enemyscalinglevel = enemybaselevel */ "AdjustedLevelAmount": 0 }, { "ExpectedDifferenceMin": 2, /* if characterlevel - enemybaselevel = 2 "ExpectedDifferenceMax": 2, enemyscalinglevel = enemybaselevel + 1 */ "AdjustedLevelAmount": 1 }, { "ExpectedDifferenceMin": 3, /* if 3 <= characterlevel - enemybaselevel <= 50 "ExpectedDifferenceMax": 50, enemyscalinglevel = enemybaselevel + 2 */ "AdjustedLevelAmount": 2 }] }] }, { "$type": "Game.GameData.CharacterLevelScalingTableGameData, Assembly-CSharp", "DebugName": "CL-DefaultScalingRules_NamedCharacters", /* scaling rule for the enemies who have specific names */ "ID": "f2af3656-2352-483e-8dac-511ec8061734", "Components": [{ "$type": "Game.GameData.CharacterLevelScalingTableComponent, Assembly-CSharp", "ExpectedCharacterLevelAdjustments": [{ "ExpectedDifferenceMin": -50, "ExpectedDifferenceMax": -2, "AdjustedLevelAmount": -1 }, { "ExpectedDifferenceMin": -1, "ExpectedDifferenceMax": 1, "AdjustedLevelAmount": 0 }, { "ExpectedDifferenceMin": 2, "ExpectedDifferenceMax": 2, "AdjustedLevelAmount": 1 }, { "ExpectedDifferenceMin": 3, "ExpectedDifferenceMax": 3, "AdjustedLevelAmount": 2 }, { "ExpectedDifferenceMin": 4, "ExpectedDifferenceMax": 4, "AdjustedLevelAmount": 3 }, { "ExpectedDifferenceMin": 5, "ExpectedDifferenceMax": 50, "AdjustedLevelAmount": 4 }] }] }, { "$type": "Game.GameData.CharacterLevelScalingTableGameData, Assembly-CSharp", "DebugName": "CL-DefaultScalingRules_SideQuest", /* scaling rule for the enemies in sidequest */ "ID": "29276145-43e8-400c-b9c1-9ea63a0298ce", "Components": [{ "$type": "Game.GameData.CharacterLevelScalingTableComponent, Assembly-CSharp", "ExpectedCharacterLevelAdjustments": [{ "ExpectedDifferenceMin": -50, "ExpectedDifferenceMax": -3, "AdjustedLevelAmount": -2 }, { "ExpectedDifferenceMin": -2, "ExpectedDifferenceMax": -2, "AdjustedLevelAmount": -1 }, { "ExpectedDifferenceMin": -1, "ExpectedDifferenceMax": 1, "AdjustedLevelAmount": 0 }, { "ExpectedDifferenceMin": 2, "ExpectedDifferenceMax": 2, "AdjustedLevelAmount": 1 }, { "ExpectedDifferenceMin": 3, "ExpectedDifferenceMax": 3, "AdjustedLevelAmount": 2 }, { "ExpectedDifferenceMin": 4, "ExpectedDifferenceMax": 50, "AdjustedLevelAmount": 3 }] }] }
- 1
-
Similar issue also happens to Tekehu.
As a master water he blocks the water keyword healing spell.
I don't know these are intended or a bug.
- 2
-
As long as you have a unique value, I believe the ID can be whatever you want. If you don't want to come up with one yourself, someone linked https://www.uuidgenerator.net/ in another thread.
This is so nice! Now I can continue my mod !
Thank you !
-
Salutations,
This is a good find, we will get the developers to investigating it. It may help us if we get a copy of your save file and output log.
Hope you are enjoying Deadfire, thank you for the support.
- Chelsea
The enchantment of this sword called "silence the dead" is not working. Could you check it as well ?
-
Excuse me.
I had successfully added the goldpacts knight 's flames of devotion and its upgradable abilities - eternal devotion and shared flames into the goldpact knihgts' ability tree. And it works well.
I m getting a new strat to add paladin Pallegina's vielo vidorio ability and its two upgradable version (eternal_devotion_vielo_vidorio and shared_flames_vielo_vidorio ) into her ability tree.
But there is not a urgradable ability for vielo vidorio in the original abilities.gamedatabundle ( For goldpact knights flame_of_devotion_goldpactknights,eternal_devotion_goldpactknights and shared_flame_goldpactknights already exist in the file )
As a part of flames devotion vielo vidorio code below:
{ "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Vielo_Vidorio", "ID": "72864613-52e4-40d9-b871-3e057b09d739",
So should I need to create two abilities like this?
{ "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Eternal_flame_Vielo_Vidorio", "ID": "",
The problem is almost the same here. I can't figure out how to assign the "ID" a value , without it I can't make the PT tables in progressiontables.gamedatabundle to add the abilities into the ability tree of game.
Could anyone help ?
-
There is a response from one of the Developers on this exact topic here:
https://forums.obsidian.net/topic/96849-modding-subclasses/?p=1997468
Hope this helps.
Great thx for the help !
-
I want to add flames deveotion goldpact knight ability into the ability tree and make it upgrade to eternal flames or shared flames , but there are some problems I can't figure out.
Here is a part of code flames of devotion for bleak walkers.
{ "Note": "CL 1 - Flames of Devotion Bleak Walkers", "Category": "General", "UnlockStyle": "AutoGrant", "ActivationObject": "Self", "AddAbilityID": "85c147f5-dffc-4a5e-8083-71db95d6203d", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "Class": "Paladin", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableHasAbility(Guid)", "Parameters": ["658a35ed-5549-47f5-b9df-0dbd999cb0b6"], "UnrealCall": "", "FunctionHash": -1793712019, "ParameterHash": -1548046530 }, "Not": true, "Operator": 0 },
So...Should I creat a new table like this?
{ "Note": "CL 1 - Flames of Devotion Goldpact Knights", "Category": "General", "UnlockStyle": "AutoGrant", "ActivationObject": "Self", "AddAbilityID": "823909bc-6577-4fd3-b746-c7f76f07ae5a", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "Class": "Paladin", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableHasAbility(Guid)", "Parameters": ["221eb3cc-a415-400e-81a5-0505f283670c"], "UnrealCall": "", "FunctionHash": "ParameterHash": },
The problem is I can't figure out FunctionHash and ParameterHash. How can I get this value ?
-
-
I have made two post about the bugs I found in game.
https://forums.obsidian.net/topic/98984-
Could anyone from OBS give me an answer ?
-
Is it strange a master of water can't be healed by his own water keyword spell ?
-
Tekehu is immune to all the effect of druid's Moonwell (healing and buff).
The combat log shows:
Tekehu ( Moonwell ) Hits Tekehu , but Tekehu is immune!
( Maybe he is also immune to other water keyword restoration spell of druid , I have not tested yet )
I know he is a marine godlike , but the description of marine says he is only immune to water attacks.
So Moonwell is treated as a minus damage spell , is this a bug or design ?
-
-
-
-
1st:
Enchantment of whispers yenwood called "Silence the Dead" is not working correctly.
I checked the items.gamedatabundle file and found the parameters of "Silence the Dead " StatusEffects were null as below.
{"$type":"Game.GameData.ItemModGameData, Assembly-CSharp","DebugName":"Silence_the_Dead","ID":"3749dc01-a177-47fd-a5cc-2e942e6e4f6e","Components":[{"$type":"Game.GameData.ItemModComponent, Assembly-CSharp","DisplayName":1583,"HideFromUI":"true","EnchantCategory":"None","Cost":0,"DisplayEvenIfCostZero":"false","CursesItem":"false","StatusEffectsOnEquipIDs":[],"StatusEffectsOnLaunchIDs":[],"StatusEffectsOnAttackIDs":[],"AbilityModsOnEquipIDs":[],"OnEquipVisualEffects":[],"DamageProcs":[],"AbilitiesOnEquipIDs":[]}]}
2nd:
Quest "Lost Dues in Good Faith" won't start if first time conversation with Kahn you ask for double golds reward from her.
-
Aramintai, here is my request if possible..
Hi, Aramintai !
Could you pls transform this into watercolor ?
-
Aramintai, here is my request if possible..
-
Start as a paladin or cipher you can see the weapon glows in combat when paladin uses flame of devotion or cipher starts soul whip,but the effects disappear after you reload the game.
I know maybe 3.05 will be the last patch of PoE and this is not a major bug, but I still hope it will be fixed IF there will be one more patch.
I had played PoE as paladin 300 hours and found this issue in 3.05 recently.Really don't wish playing my favorite class with this issue in the final version of PoE.
-
this item has a description "+25Max Endurance -25 Max Health"
but in the game 3.03 when you equip this item , character's HP NOT just reduce 25 points
for character hp 294 => hp 119 (when equiped)
for Calisca hp 253 => hp 103 (when equiped)
Caster's item aura effects share to enemies after casting image spells
in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Posted · Edited by CodeTalker
Caster's item aura effects (Xoti's lantern, cog of cohh etc.) share to enemies right after casting spells like wizard's double or mirrored image.
Is it a bug ?