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Chesschamp09

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About Chesschamp09

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  1. I've managed to do just that. I.e. generate a *.pw.dll. You can take a look how I've modified the NotifyAttackComplete() method from AttackBase.cs, by download the project from the footer of this starting post. Awesome! I haven't had much time to put into this myself recently so this'll be a big help. I'll see if I can find time to give it a look over the weekend.
  2. So once you have your file as a *.pw.dll type, the IEMod should be able to run it (as long as you coded things properly). Unfortunately, I do not have a good idea how I am supposed to convert my .cs file into one of these. By looking at examples such as this, I believe I might be able to compile it using Visual Studios and calling the correct .dll's with the "using" aspect of C#; however, my attempts so far have proved unsuccessful. The main issue (I think) I'm having with linking everything the code I made needs is I don't know where to find everything it references so that it will actually let me compile and presumably make a dll.
  3. Something like this yea. As I understand it, IEMod framework uses the patchwork you linked to, but IEMod is already "setup" for use with Pillars of Eternity (as long as you tell it where the relevant files are on your PC). Obviously, you need to have IEMod setup on your computer correctly before whatever mod you create can be used. Here's a link to Ineth's guide for setup in the "IEMod fork, new modding framework" thread http://forums.obsidian.net/topic/81063-iemod-fork-new-modding-framework/page-9?do=findComment&comment=1786087 and his edit:
  4. Ah, all right then. I suspect getting around this security code myself is not currently feasible, so I think I will just have to try to integrate my mod into/using the IEMod framework as that seems to be the most reasonable approach at this point.
  5. Do you mean you placed the iemod folder into the Managed folder? According to the NM page that is where it (and the .dll's) belongs.
  6. Hey, is it possible to use the IEMod (I have the one from NexusMods) or some part of it to make my own mod? From what I understand, it is, but I do not understand how to use it to do so. I'm trying to make a mod so you can enchant Soulbound weapons/reforge with Durgan's steel and I've hit a proverbial wall in terms of understanding how to properly change the code. I have ideas on how to change the actual C# code to do this, but so far have not been able to modify the code and save it successfully to a form the game can use (back into a .dll). So if someone could explain how to do this using the IEMod or some other way, I would greatly appreciate it (and add it to the Repository linked in the original post if I can do it using IEMod). My thread for reference: https://forums.obsidian.net/topic/85315-modifying-soulbound-weapons/
  7. Update: Since I couldnt seem to get compilation from C# code form to work, I tried to use the ildasm.exe and ilasm.exe tools that come with visual studio. Though it is a bit more tedious and obscure to deal with, I believe I was able to edit the .il file (from ildasm) as desired. However, the compiling using ilasm is stopped near the very end at the 1st byte array (which I did not alter) at line 1005630 character 10, which is just the white space character after "cil" in ".data cil I_001C7D90 = bytearray (\n" and throws an "irrecoverable syntax error" resulting in Failure. At this point, I am unsure of how to resolve this issue (or any of the others for the other compiling attempts) to get any one way to actually compile successfully, so if anyone has any advice to give I would greatly appreciate it.
  8. In regards to removing class restrictions, from the examination I have done so far, I think there are 2 ways to go about it: remove the logic that only allows access to a specific set of the classes (I have a few prospective candidates, but this will affect all weapons and I do not yet know how it will behave with the class-specific upgrades) modify each item individually to allow for all classes (same issue as previous, but I also havent found the individual item objects to modify) I suspect that to resolve the class-specific behavior, I may need to find the items themselves and tinker with the code there, since that is where I believe the logic for that resides (though it may be lurking elsewhere and I have just misunderstood or havent found it yet). They will likely be referenced by their ID, but luckily those are easily found in the items.stringtable files of each expansion. However, even if I can resolve these issues, I have not yet figured out how to make and keep changes to the code, so all of this is merely theoretical for the time being. link to post in the mod forums: https://forums.obsidian.net/topic/85315-modifying-soulbound-weapons/
  9. So I tried out the ILSpy from the linked thread to explore the code and make some trial changes, but I am having difficulty recompiling the code into a .dll file in order to actually test the changes I made. The instructions microsoft provides for making these files did not prove helpful to me and I am concerned that the ILSpy may not have been able to properly decompile the code as the Visual Studio says there are build errors even though things looks fine to me. Anyone have any advice or pointers on the decompile-recompile process? Perhaps there is a way to only decompile and edit the parts of the original .dll file that I need to? For reference, Assembly-CSharp.dll is the file I decompiled and found the items BMac pointed out.
  10. Hey BMac, thank for the advice. Unfortunately, in order to make good use of it I will need to first figure out how to decompile some file or set of files in order to actually look at various classes and methods and modify them. I'm a bit inexperienced at modding (and coding in general), so I may not currently have the tools I need to do that. As long as they're free though, I would be happy to continue to pursue the goal of my mod however. Should I try what this thread recommends? https://forums.obsidian.net/topic/68573-decompiling-the-beta/
  11. So I'm considering trying to make a mod that allows you to reforge Soulbound weapons with the Durgan's Steel upgrade (and possibly other modifications like adding enchantments and quality as a separate option) once you have completed the soulbound challenges of the weapon. I've also gotten a request to look at whether class restrictions can be removed (and the relevant bonuses replaced) on the Soulbound items that I would like to look into. Does anyone know if this may be possible and any particular place I should start looking within the code to accomplish this? (This was originally posted in the general discussion forum until it was pointed out to me that this handy subforum existed.)
  12. Ah, thank you. I read the description of the Technical subforum and didn't think that there was modding subforum hiding in there. If I happen to figure out how to remove class restrictions (and set the relevant class related buffs for the non-default classes), I will be sure to let you know.
  13. So I'm considering trying to make a mod that allows you to reforge Soulbound weapons with the Durgan's Steel upgrade (and possibly other modifications like enchantment and quality as a separate option) once you have completed the soulbound challenges of the weapon. Does anyone know if this may be possible and any particular place I should start looking within the code to accomplish this?
  14. So since dex applies to all parts of an attack if say you have +10% action speed from dex, +50% reload speed, +20% reload speed, +20% attack speed, on say an arbalest, which according the somewhere on these forums was measured as 54 attack frames, 73 recovery frames and 168 reload frames. From the looks of the data for all the other weapons as well, it is suggestive of there being the 4 frame delay after every phase (for instance a hunting bow is 34 attack, 54 recovery for a total of 88). So i suspect the actual arbalest values are 50, 70, 165 respectively for a total of 285+4*3 = 297. So if I understand correctly, the final time per attack would be 4*3 + 50/(1.1*1.2) + 70/1.2 + 165/(1.5*1.1) = 196.2 +12 = 208.2 which would correspond to about an effective +42.7% action speed multiplier Also how do +x% grazes converted to hits work? Are they additive as well? So if I have 10% g->h and another 20% g->h, do I get 10% +20%=30% instead of 1-((1-.1)*(1-.2))=28% ?
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