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Very serious UI bug in Russian translation 3.0.0.0012
Phenomenum replied to Phenomenum's question in Patch Beta Bugs and Support
Here are some screens: Upper (without boldtype) - 3.0.0.0012 Lowest (as is must be) - 2.1 -
In Neketaka: sometimes, after you enter in tavern and then quit back to the streets, tavern music still plays till the end of composition. EDIT: When Reactive music option is off
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Very serious UI bug in Russian translation 3.0.0.0012
Phenomenum posted a question in Patch Beta Bugs and Support
Very serious UI bug in Russian translation 3.0.0.0012 All ingame text which should be in boldface type - on abilities sheets, item weapon and armor sheets, characher sheets and some other text - now looks like regular type (exept colons, which is still bold). Even <b>Text</b> tag are not working anymore. English and other romanian languages are ok. Step to reproduce: simple comparing russian and english ingame text, try to use <b>Text</b> tag in russian text I assume this is something connected with B-Mac's mentioned changes in modding tread: "All languages now use the same font asset, which contains all the characters from all the supported languages. That means these characters can be used in any game text without switching the font with TextMesh Pro tags". Please, fix it before release, becose it looks awful -
ALARM! ALARM! ALARM! Very serious UI bug in Russian translation 3.0.0.0012 All ingame text which should be in boldface type - on abilities sheets, item weapon and armor sheets, characher sheets and some other text - now looks like regular type (exept colons, which is bold). Even <b>Text</b> tag are not working anymore. English and other romanian languages are ok. Step to reproduce: simple comparing russian and english ingame text, try to use <b>Text</b> tag in russian text I assume this is something connected with BMac's mentioned changes in modding tread: "All languages now use the same font asset, which contains all the characters from all the supported languages. That means these characters can be used in any game text without switching the font with TextMesh Pro tags". Please, fix it before release, becose it looks awful P.S. I've checked Espinosa Nova Capitals in russian text - everything works perfect. BMac did a very expected gift to russian PoE players (at least which uses my mod)
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v3.0.0 is now available on the Beta Branch
Phenomenum replied to Cdiaz's question in Patch Beta Bugs and Support
Very serious UI bug in Russian translation 3.0.0.0012 All ingame text which should be in boldface type - on abilities sheets, item weapon and armor sheets, characher sheets and some other text - now looks like regular type (exept colons, which is bold). Even <b>Text</b> tag are not working anymore. English and other romanian languages are ok. Step to reproduce: simple comparing russian and english ingame text, try to use <b>Text</b> tag in russian text I assume this is something connected with B-Mac's mentioned changes in modding tread: "All languages now use the same font asset, which contains all the characters from all the supported languages. That means these characters can be used in any game text without switching the font with TextMesh Pro tags". Please, fix it before release, becose it looks awful -
BMac I want to make one request (offtopic, i know, but anyway): I've started topic some days ago about abilities description https://forums.obsidian.net/topic/105627-we-need-a-proper-abilities-descriptions-cry-of-my-heart/ Promlem is very complex but, i belive, you can help with at least one thing: during characher creation, levelups and ability tree preview we can see only base damage, Afflictions duration, AoE size etc. (they not corresponds with charachers Attributes): But in PoE 1 there was actual damage and duration and AoE size, depending of Attributes: It's very confusing when you need a choose ability (and all those people in topic agreed with me). Can you fix this somehow? Seems it's needs very minor code changes (i hope). Thank you in advance!
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"Yes, it does, provided you use the equivalent Latin ASCII-range character instead of the Cyrillic character. For example, U+0412 is a Cyrillic character and it'll be handled by the Cyrillic font, not the Capitals font, but U+0042 will now be handled by the Capitals font - even if the language setting is Russian." Jesus, man, thanks! i'll try this tomorrow. If i correctly understand, you ruined my 2-week work (i've already find some workaround to bring the English Espinosa Nova capitals to Russian version of the game by adding it directly into the text) - but i'm happy with this
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I'm a fan of Skyrim, known for his very large modding community (even if 95% Skyrim mods is garbage, the last 5% is brilliant). Becose mods can change game entirely - new mechanics, new areas and so on. So i'm tryin' to understand what instruments Deadfire can suggest to modders... As fo now, i see 4 types of mods: 1. Mods, which repairing Obsidian mistakes (like "Deck of Many Strings", translation mods and so on). 2. Items mods, which adding some new weapon and gears to the merchants. It maybe fun sometimes, but almost of this mods breaks itemization balance of the game - you buy weapon from the mod with very good stats and stick to it till end of the game. That's not good (and this is the very pain of 95% Skyrim items mods - they just too powerful) - becose you can just buy/craft it at anytime. 3. Rebalancing mods (tweakin' some stats, abilities and so on) - looks like cheating to me, becose they break intended game rules (with rare exeptions of paragraph 1). 4. ...that's all. Nothing interesting. And no ways to develop. So, we can upload thousans of items, tweaks etc., but nothing solid, nothing special, nothing allowing to feel the game in different wave. I know, it's imbossible to create new maps, becose of engine. Ok. But give to us abilities to create new charachers, new quests, new scripted book-looking interactions - something which can infuse new content in the game. Even if some single modded sword cannot just buyed or recovered somewhere in the pile of garbage -- but earned trough the interesting quest can make a very difference to the whole game! Well, i'm done)
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Hey, what's the problem? Go to ...\PillarsOfEternityII_Data\exported\design\gamedata\ folder, find the file named "global" > Open with... (select Windows Notepad app) > Ctrl+F > find sentence "DisableMods":"true" (with quotes) > change to "false" > Enjoy and use any mods, while running Gods Challenges, regardless of Obsidian's freaky restrictions.
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Sooo... devs. I'm serious. Somethimes you make are real great things. But sometimes, i imagine, you aims to make all things as bad as you can. First: i have a GOG version. So you forcing me to buy Steam-version with all DLC's only for being able to upload my only mod in workshop. That's... interesting way to boost sales, i say. Second (even if i'll do it): one mod - one file. It'a joke? My translation mod consist of numerous of files for each DLC - how should i manage with it? What were you thinking, when launching this "service"? Do something with that.
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At least, why all abilities duration don't corresponding with charachers Int attribute, like it was in PoE1? P.S. Another example: "+N% of targets Health lost" - what does it mean? I don't get it. Why just write a "+N% Damage for every percent of target's Health lost below 50%" - this is how ability actually works??? Is this so difficult? Is this will break down roleplay IMMERSION for someone? I don't understand this...