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nstgc

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Everything posted by nstgc

  1. Okay. How does this objective conclusion counter any of what I said? Because I never claimed it wasn't easy.
  2. The "I suffered more than you" mentality will never end. They disabled BoB and added achievmenet? "Why is there no 'Solo only' achievement?!?!" They added solo achievement? "HAha you play op class" The player decide to play the class considered to be weakest? "Haha I killed this at level 1" It's a single-player game and we are all on the same level playing field. People need to stop sitting on the backseat developer chair and just play the game. If it becomes too easy for them then go ahead and strip all the equipment, just don't demand everyone to follow. It is an unfounded accusation IMO or a sort of complex of susceptibility. Nobody will force you to be a hardcore RPG gamer. We want just difficulty for...difficulty Levels. You can live without the hardcore achievement unlocked I think. Not nothing more nothing less, it is a just and justifiable position. Seems like an accurate accusation to me. There is a group of people demanding/suggesting the removal of a game feature because they feel the game is too easy. Thing is that thing they want removed is optional, so there is no need to remove it. All that does it make that groups play style mandatory (even if only in a certain case) for another group. Why remove the option? Because one group thinks their way of playing is better or can't be bothered to control which options they select?
  3. We speak only about POTD diffculty, the purpose of which challenge. If you don't want challange, just choose a veteran. IMO, BoB ruin the purpose of PotD. And if they want a challenge they can play without BoB.
  4. Nice. Thanks. My current game kind of broke (PC is always flanked everywhere even in cities or on ship and it can't be removed), but I'd like to keep going until its fixed. If I set the difficulty to story mode will I still get these cheese points so that when the hot fixes and patches come out I can make a real play through with extra stuff?
  5. Searching, testing, exploring can bring no less fun than the gameplay itself. That's why a certain part of the community is so looking for an imbalance and screaming about patches, they want the game to continue to change that they, in turn, could further search, test and explore. Well, i judge by myself, maybe i'm wrogn... Well, instead of "fixing" exploits they focus instead on fixing things that need buffing. That is, of course, after a few rounds of bug fixes.
  6. So you are saying named ones are exclusive, and generic ones can all be applied? Generics can be applied to max. SOME named ones are exclusive with other named ones. It's hard to tell but often they're ones that are variations on each other. For example, if your weapon has a daze on crit, one enchant might be extended the duration of the daze and the other might be upgrading the daze into a stun. Those will probably be mutually exclusive. It seems the only really way to find out (without risking getting locked in) is to save cheat by adding the appropriate stuff, and then trial and error it?
  7. Ah, see now. Little confused bcs json string too long, so i missed "items" part when scrolled. nstgc, This is mine 1.jpg I'm getting the stuff on the right, but not on the left. How is that searchable?
  8. Yes. I tried the other ones too. Could you post a screen shot of your editor with the file open? I'm very eager to fix the summoned weapons (and the spells that summon them).
  9. I'm hoping, now that someone actually made a new item, we will start getting item and abilities mods. Turns out those bundles are JSON files.
  10. First off, the program I was thinking of was an SQL viewer/editor. Second, Notepad++ plugin isn't working for me. I can view your file just fine, but the game files not working. I opened the game file in Notepad++ after installing the pluggin I then ctrl+alt+shift+J like the read me says, but it gives me an error saying I need to select a valid string. I've dealt with JSON files before in other contexts, but I've never seen on like this. They always have looked like your file. { "GameDataObjects": [ { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "mort_pollaxe", "ID": "ff60c221-c081-465c-adef-082978056001", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 10500, "DescriptionText": 10501, and so on. But that isn't what the game files look like. For that matter I tried Chrome extensions as well as an online editor and they all are returning garbage. Given the nature of files like these it should be possible to view them as a database, but I can't find anything that would allow that. Of course I'd be happy with a nice text file too.
  11. I'm not looking for something that can replace weapons. I don't think it would be too much to ask for high end uniques as summon weapons, but since I'm not a power-player (min-maxer or whatever) it isn't a big deal if its merely serviceable. Currently the weapons aren't only inferior to non-summoned weapons, but they take up a spell usage, a class ability pick, and 3s of combat. So you are wasting multiple resources just to get your hands on something that is mediocre.
  12. someone on the somethingawful forums had a good idea for an item so I just went with that, haha you can do just about whatever you want. this item has two modified class skills -vile toxins (druid), modified to be combat only, recharge on encounter -instrument of boundless rage (barbarian), modified to be per rest it's not too hard, you can copy/paste the base ability and change what you want to. changing enchantment upgrades isn't hard, i forgot enchantment upgrades exist otherwise I would have added one! adding those isn't too much different, enchantment upgrades are classified as "recipes", if you want to copy/paste those blocks. then you specify "parameters" + itemmodstoaddids" (what enchant is added), and "canmodifyspecificitemsids" (what item its specific to) PillarsOfEternityII_Data\exported\design\gamedata\items.gamedatabundle dont forget to give it a unique name in a separate string bundle (see my mod for an example of that) Thanks! I actually have a dedicated JSON viewer. Can't remember exactly why, but it was also for game editing. The .unity3d files were a huge mess, and the Unity Asset Extractor didn't know what to do with those bundles.
  13. What kind of Soul Whip bonus do they get? I think it's the normal Soul Whip bonus when they aren't Ascended, but another 20% damage when they are? I am unsure, but I think that is right. Thanks, though I'm not sure why I asked. Well, aside from curiosity. My current build (and pretty much the one I intend to finish the game with once the bug patches get rolled out) is ill suited for that play style I'm guessing.
  14. It appears to be a "tree" of sorts. Some upgrades lock out other upgrades. I only did a cursory examination of how it functioned. Fascinating. Certainly something I wish I had known before I started upgrading stuff. Good thing is is a throw-away run while I wait for patches to fix a number of problems, namely the import bug.
  15. Mort, you said you copy and pasted an existing item. Where did you find that existing item? All I see are bundles unlike in PoE1 where each item had it's own file. Also, what do you mean you created a new file? What tools did you use?
  16. I don't normally care for double posting, but I feel this is worth it: https://www.nexusmods.com/pillarsofeternity2/mods/10 Someone already added a new weapon. How? I don't know, but I intend to find out. It's great to be wrong sometimes :D Also here: https://forums.obsidian.net/topic/98751-release-the-bloody-blossom-new-unique-pollaxe/
  17. I think the modals are fine. The only issue I have is with the cast times for summoned weapons. If I planned on going full wizard I'd also complain about Citzel's Enchanted Armory (it needs more than just a cast time adjustment), but I'm not. Only all things seem okay. Not saying I wouldn't love to tweak this and that to satisfy my tastes, but nothing else is glaringly broken. if you figure out how to mod the game PLEASE let the rest of us know.
  18. Cipher (Soul Blade) + pretty much any melee class seems to be fairly solid. My current play through is as a pure caster: Soul Blade + generic Wizard. It's working well and I have not fought at range so far. Wizard buffs, and cipher smashes. That said, if I wasn't dead set on this particular combo since about a third of the way through PoE1 I'd have gone Cipher + Paladin.
  19. Me, I'm the odd bloke. I tend to prefer things that aren't popular. Given a choice of weapons I'll go for Staff, Flail or Two Handed Maul. Given a choice of elemental magics I'll go for Water or Air (or derivatives). There are weapons that are cool but don't get the attention they deserve. The same is true of elemental magic. If it was possible to CREATE weapons in the engine (being realistic) I'd be working on ideas to increase the number of choices to at least 4-5 for every weapon. Sadly, looking at the enchantment system, it sounds like creating even ONE unique weapon would be an act of congress. Even if we didn't create unique skins, I'm sure creating and adding a weapon into the game wouldn't be easy to do from the player side. Even altering existing weapons will be a pain in the ass in PoE2. All weapons and items appear to be in the same .unity3d file with their files mixed in together. Telling which monobehavior entry goes with which weapon will be horribly labor intensive.
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