Everything posted by nstgc
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Bonuses not adding up
nstgc replied to nstgc's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)That is extremely misleading, especially considering two of the dev goals, repeated on a number of occasions, were increased transparency (which admittedly is more of a buzz word) and simplicity in stacking calculations. This is the opposite of both of those. Also, if that is true, then when you have a -75% malus to damage (no pen) then damage should be zero, which I've never seen happen. Oh, never mind. I see. It's more complicated still: "If the sum is <0 you have the following formula: rolled_dmg/(1-Step_SuM)"
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Bonuses not adding up
nstgc replied to nstgc's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Bugs happen. Just wait.
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Interaction between Arcane Reflection and Arcane Dampener (which takes priority)?
Could it be that it simple saved against it? Or maybe you saved against your own effect?
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Bonuses not adding up
I noticed that when I graze, the damage modifiers don't add up properly. An example is given in the screen shot. To be clear, the damage should have been 20.9. Alternatively I would have expected 0.5*1.54*20.1=15.5.
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For those wondering how to beautify the gamedatabundles. (Notepad++ alternatives)
Nice! I've been finding and fixing those by hand. items.gamedatabundle needed some find and replace (to get rid of some commas), and global has two lines. However the python script is good about telling me what's wrong. Still, that would make life easier.
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Interaction between Arcane Reflection and Arcane Dampener (which takes priority)?
Arcane Dampener is a hostile spell that suppresses buffs. Arcane Reflection is a buff reflects hostile spells. Which wins? Does Arcane Reflection get suppressed or is Arcane Dampener reflected?
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About FunctionHash and ParameterHash in the progressiontables.gamedatabundle file. Please Help!
Well. . .there is this guy I know. I get my hash from him. Discretely. >_> <_<
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Need help creating override compatible file
nstgc replied to JESUSSSAYSNO's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Paste bin
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Bug or typo? Mirror Image and Wizard's Double.
Both of the spells Wizard's Double and Mirror Image degrade (partially or fully) when struck (grazed, hit, or critically hit). The wording, however, is "hit" and in the case of Wizard's Double it even gives a tool tip explaining that "hit" means a modified attack roll of between 51 and 100. However Wizard's Double is spent upon a graze as well as a hit or critical hit contrary to the description. The same is true for Mirror Image, except it doesn't give a tool tip. If this is a bug, I welcome a fix since this would make Wizard's Double very powerful. Otherwise, I'd suggest changing the word "hit" to "struck" which is not a technical term in the game. I know this seems a bit pedantic, but considering Wizard's Double functions similarly to Mirror Image, and it gives a tool tip which seems like it should clarify any misunderstandings, I don't feel I'm being unreasonable.
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For those wondering how to beautify the gamedatabundles. (Notepad++ alternatives)
Yeah, I know. It doesn't work for me. I'm providing an alternative for those whom have the same problem. The pluggin installs, but when it tries reading the bundles it returns an error. In any case, I found a solution that works perfectly for me.
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For those wondering how to beautify the gamedatabundles. (Notepad++ alternatives)
So I learned that game data files are in JSON string format. That was great. What wasn't so great was looking at an insanely long string. When I asked what tools were used I was told Notepad++ with the JSON plug-in, but this didn't work. I then did searches and tried Vim (my choice of editor anyway) and Geany plugins. No luck. I settled on https://jsoneditoronline.org/ for viewing, but I really don't want to rely so heavily on an online editor. What this online editor allows however is to beautify the string into something that is easier for humans to read. This allows one to copy and paste the text beautified text on the left into your text editor of choice. In the smallest of these pictures you see the two option buttons. Clicking the one of the left makes the text easier on the eyes. Note that most people probably can just use Notepad++ with the JSON plugin. Even if it worked for me, I would prefer the below. Another option for those comfortable with terminals (this is what I'll be doing) you can do the following. tail -c +4 FILE.gamedatabundle | python -m json.tool > FILE.mod.gamedatabundle This probably doesn't work in Windows (but of course Notepad++ probably will), but it should work on Macs, and I know it works in GNU/Linux. Once converted you can use your favorite editor to edit it. Tail removes the BOM header which interferes with the python script which does the actual conversion. A nice bash script would then be #!/bin/bash tail -c +4 $1.gamedatabundle | python -m json.tool > $1.mod.gamedatabundle vim $1.mod.gamedatabundle or whatever your editor of choice is, so long as it's not Emacs. Emacs will not work. It won't! Don't even try it. (this is a joke; I hate Emacs with a passion.) Alternatively, you can use Vim and run :set nobomb then %!python -m json.tool. This may or may not work in Windows. No clue about Mac. In any case, I like the one line conversion, and the script even better. In any case, I have a picture of what it looks like for me in Vim. I created a file ~/.vim/ftdetect/gamebundledata with set syntax=json fdm=syntax which produces the desired result. fdm=indent would likely be faster, but this is more certain. I don't know what the equivalent Windows method would be, but I think that there is an ~/.vim folder on Macs, and if not, there should be one that is equivalent. fireundubh suggested PyCharm, and IDE which can help clean up some of the formatting issues in the files. The python script I suggest running will point you towards a solution, but apparently the IDE will actually highlight them.
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Come on summon weapon is too weak
https://www.nexusmods.com/pillarsofeternity2/mods/13?tab=description That mod goes a long way to fixing the problem. The weapons are still weak in comparison to end-game uniques, but at least the spells themselves aren't trash. There are thre mods in there that are relevant. One makes them instant casts, another makes them last through combat, and another allows casting out of combat.
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For those wondering about skill assist values.
Poking around Global.gamedatabundle I found the values for skill assists. The left has the party total for a skill (sans the character being assisted) and the right has the assist value. 1:1 2:2 4:3 7:4 11:5 16:6 22:7 29:8 37:9 46:10 For those who don't care for memorization, the total amount needed T to get an assist of A is T = 1 + ((A-1)^2 +A -1)/2 T = 1 + \frac {(A-1)^2 +A -1}2 The second one is LaTeX. From this we can see that the next value would 56:11 followed by 67:12 and so on.
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Looking for an "interesting" melee build
At one point I was considering a Stalker. If you mix ranger in with a melee build, go Stalker.
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Looking for an "interesting" melee build
Its not. As I keep saying, Wizard buffs make the wizard stupidly tanky. My Soul Blade/ Generalist (a pure caster) is the tankiest member of my party.
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Allowing Ciphers to use abilities on self: i did it
i dont actually dont think its really broken to be able to use abilities on self as a cipher, it just makes me feel cooler in not relying on my allies's minds and allows solo-ing/not being screwed if ur whole team dies i did the same thing in PoE1 and never really felt broken aside from being able to solo as cipher at full power Yep. The only buff you really get is intangible. Your damage and utility output is the same, just with less tedium. It isn't just about buffs. In any case, do whatever you think is fun. God knows I'm going to be doing this myself, broken or not. I can gimp myself in other ways.
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Looking for an "interesting" melee build
I'm thinking wizard+rogue. Rogue grants mobility and some debuffs, then there is wizard. My current build is a cipher+wizard which I'm playing in melee. My character has more HP and defense than even Palladina once buffed which takes a little more than a second. Of course, should someone throw an arcane dampener her way she'd be right back to squishy.
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Where are cast times for spells stored?
/facepalm I was searching for "speed" "cast" "recovery" and similar words. . .but the searches were case sensitive!
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Definitive FAQ on Beraths Blessings
nstgc replied to Karkarov's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Just click the blessing you picked again to uncheck it and you will be straight back at 4/4 You will keep the same blessings. It doesnt cost blessings to use them when you start a game. Its permanently unlocked. So if you for some reason want to play 3 games at once, all 3 games will have the same amount of blessings available if you start them one after another, I can't . That's what I'm saying.. Sounds like a bug.
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Allowing Ciphers to use abilities on self: i did it
You, my friend, are a god. And not the kind I go on quests to kill or want to kill because they are ass holes. Sure this breaks Cipher, but in a way that I like.
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Where are cast times for spells stored?
I was looking through abilities.gamedatabundle so I can "fix" one aspect of the summoned weapon problem. I found the entry for the staff, but I can't find where the cast time is. I'm assuming it is in another castle, I mean file, but I don't know which. Any ideas? I found the attack damage, by the way, for those feeling the issue can only be resolved by buffing the weapon itself. It's in attacks.gamedatabundle.
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[release] The Bloody Blossom (new unique pollaxe)
nstgc replied to mortimermcmire's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Using https://jsoneditoronline.org/ I've been able to open them up. Not ideal, but hey, it works.
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Come on summon weapon is too weak
Posted in the wrong topic. Sorry. Don't know how to delete my own post.
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Definitive FAQ on Beraths Blessings
nstgc replied to Karkarov's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I actually like this better than New Game+. New Game+ only really makes sense if you use the same character again (like you would in a JRPG), but if I was to make a new play through it would be an "evil" run.
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What do you think, should the Blessing of Berath to be changed or removed for PotD difficulty?
This is a good idea. For those players that want extra challenge, removing an already optional system won't help. However adding something like this in will. BoB doesn't have to be only positive. I'd like to take this idea further and suggest that they have a small NEGATIVE value. You can use them on start as extra challenge, or use them as a sort of custom difficulty level combined with some positive BoB (note that I'm suggesting an equivalent boon would be more expensive than the associated bane).