
beatspores
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gamebundle files are basically just text / script / code. Inside of them there's code that adds new items et cetera, or they will change what is already in the game. An example, which will probably explain some what you already know, but there's a point at the end of it. Jump to last line in my post for too-long-didnt-read. If I make a mod that changes a specific armor's stats or something, I look up that specific armor's ID number in the game and in my own mod I change the stats Obsidian gave that item. I write my tiny code change in an item.gamedatabundle file and place it in the override \ mod folder for the game. I haven't written anything about any other item or element of the game and thus the only thing my mod will affect is this specific item. If I make another mod for some other item, a weapon or something, and not adding code for any other stuff than this new item, my new mod is perfectly compatible with my first mod. But had I coded anything that would state something else about the same specific armor in my first mod, it would be a conflict of which mod would take precedence, and I must make a choice for which one I want. Now, the point is: The gamedatabundles files can have the same name for the mods, that is no issue at all. It is the code inside them that could potentially be a problem, if they state different things about the same element of the game – items and such. The most common potential clashes, from what I've noticed digging around to learn how to make mods, seems to be that mod makers who make a new item also add their item to a specific merchant in the game – else the item wouldn't be accessible for the player to purchase. But the mod makers copy the list of what the merchant sells and then also places their mod item into that list. If you have two separate item mods that places their new item in the same merchant's inventory, that would clash and only one of the modified lists for the merchant will be used: the one above the other mod in the mod manager. I saw somewhere that you can make a script that just checks what the merchant has in their inventory and then just add the new item to it, which would most likely make two mods altering the same merchant compatible with each other. But that is something that isn't obvious or as direct for most modders, myself included. I would only manage this if I saw an example of it. After this wall of text, finally: read the description for your mods and unless they mention the same item, character, stat, et cetera, you are most likely a 100 % safe.
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Is it possible to use an animation from the list of NPC animations? The ones where some of them are sitting, hammering a wall, et cetera. I want to see if the animation Sharpening Blade would work well as a companion personality animation. Please see attached image. – https://drive.proton.me/urls/VZKPSB3HXG#ZPjhpnisbib3 for higher resolution. I've tried to see if I could figure out how to do this with Apotheosis but can't see how. I've tried opening the .gamedatabundles in VS Code et cetera but none of them want to reformat the code back to something I can read and not just one long line of code. Also, I can't seem to open .character files in any application, I'm guessing it must be some kind of text editor / code editor. Also, a separate question, is it possible to add a prop item to a character / companion personality animation from some item, and connect it to one of the game's defined points for the 3D models?
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Thank you so much. With your input I have decided to make an original character / adventurer first, where the floor for what I will consider is decent quality is much lower as it's not building on top of something created by Obsidian. I will start with the character's unique item and then some prototyping with whatever 2D graphics that can be changed and trying out adding custom player command acknowledge wem's. I love Durance's chatter... "Light, flame, and sound - we'll keep to ourselves." "Magran's fire casts light in dark places." ... And, if custom 3D geometry isn't possible, is it possible to at least have custom 2D textures? Say I want to have a new texture on some clothing? Because I'm thinking, shouldn't there be source paths referenced by items and such? I've seen that the expansions have their own bundles, and in the expansions they must surely be referencing assets from both the base game and its own new stuff...
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Thank you Kvellen for the reply! I reeeaaaallly want to make my own companion, a sidekick recruitable just like those others in the game. It would be a NPC from the first game that I really wanted to see more of. It's not one of the companions and it would probably be a very surprising choice for most Pillars players. If there was any way to do it I would have wanted to do this: a companion you find in one of the map areas you talk to them and can recruit them custom voice: potentially dialogue, but if nothing else only area specific barks and fight lines custom face geometry and texture, like the glb-files in the game bundles – this would really sell the character as the character they have 1 stat-boosting and non-removable item, and possibly 1 unique weapon Of these I could myself produce this: custom dialogue / trees I think good enough voice "sound / identity" .wem custom face geometry / texture custom items Tying it together and placing them in the world, the script launching a dialogue or bark, is something I would need help with. And directed to which files I need to duplicate and customize. I know bits of React and Python, and might be able to manage some of the scrips if I can look at existing examples close enough to what I need. So if I understand you correctly, and seeing your Durance mod: custom voice .wem's are possible iniating a dialogue and choosing a class is possible through an item script full start-to-end dialogue trees are possible but the player themself iniating a dialogue through speaking to a NPC placed in a map / level is unknown? and also placing a character in a map / level at all is also unkown? what about scripts for entering an area launching a bark or conversation? what about a custom face geometry / glb file? Huge thanks if you can reply!
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Is this thread still alive? I want to make a mod to add the Wymund Skaen Priest hat to Deadfire. I suspect this will have to be done by making my own 3D model with Blender and then put it into the Deadfire files. "Normal" override folder won't work probably if I understand things correctly, but I'm not very savvy on this. Many thanks / b
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Started out just playing around with my own map to test some stuff but sort of never stopped so now it's a wallpaper. Hope you like it. Here are HQ image downloads: 4K plain: https://drive.proton.me/urls/32KKBTZCVM#MYLolStaN4em 4K ultrawide plain: https://drive.proton.me/urls/6T90PG8P20#sB24q7rgLSB7 4K Windows 100% scale: https://drive.proton.me/urls/JP3R5DPGS0#406FJv9VkOvG 4K Windows 125% scale: https://drive.proton.me/urls/MH9QYS895R#94iEVgwEvO0m 4K ultrawide Windows 100% scale: https://drive.proton.me/urls/492C91HV64#0oAGQ5V41YO6 4K ultrawide Windows 125% scale: https://drive.proton.me/urls/DFZS3G98J4#opES5sA2x2qK 4K Mac: https://drive.proton.me/urls/QBN6BQ4BX8#pfBL5fPYEacq 4K ultrawide Mac: https://drive.proton.me/urls/H1KCEMH890#HQBHvyyqRxZX If you like it and use it post a screenshot so I can see if works out well with the Windows bar on the bottom. I only have a mac. Regards / b
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Thank you so much for taking the time to look at this. Unfortunately I can't get this to work. I've tried several different kinds of keys but nothing happens either on or off. I also get a couple of error messages. Image 1 is when I try to bind an F-key, image 2 is when I try to bind a "regular" key, image 3 is when I try to reset the setting. When I use the ClearBoundCommands nothing shows about if it was registered or not. I'm on mac by the way, running from a game install file downloaded from GOG, if that changes anything in this.
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Hey thanks for clicking. I want to bind the "smart camera" to a hotkey I can use in-game without going into the settings menu to on / off that all the time. I've looked around in the .gamedatabundles and also with Apotheosis but I can't find anything myself. Any help would be greatly appreciated. Thanks, regards / b
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Greetings. I want to know if it is at all possible to make custom AI scripts for the first Pillars game. NOT Deadfire. I love the custom AI editor for Deadfire and I find it elevates the game something fierce. Not only does it do mundane tasks like healing without you having to click it and not really have to pay attention to it. I could go on ad infinitum, and I will probably write a detailed guide on it, but in short: it is awesome. But, the AI script editor is a new feature in Deadfire and unfortunately does not exist for the first Pillars game. Obviously the game does have a way better AI for your enemies than you can set up for your party. So, there must be some way to access this even though you will likely have to dig deeper into the system than in Deadfire. Does anyone know how to go about this? Thanks, regards / b
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Hi. I purchased the Cloak of Poverty from Thaenic. I purchased stuff so I got 0 gold. Since that didn't give me any resolve bonus I tried putting it on and off again, saving and loading, restarting game client and loading, rebooting computer, tried selling stuff so that I didn't have 0 gold but still within the bonus range. None of that makes the cloak do what it is intended to. I also tried loading a save before purchasing the cloak, and this time with some money on me, but within the bonus range, but that did not work either. I can't upload a save file because it's 2.6 MB so larger than what's allowed to attach. Please let me know how to fix it. Thanks / b
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Hi. I'm playing with a Rogue Assassin and naturally I get the Slippers of the Assassin for footwear. The item works as intended in terms of gameplay but it seems pretty much always that the character invisibility visual mode never turns off. Not during the fight or even after the fight has ended. Makes the whole thing quite a chore to use as you have to quick save and quick load to get rid of the bug. Again, it works as intended gameplay-wise but not visually. Also if you're invisible, visually, during the fight it's hard to know what's going on with your character. Regards / beatspores
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Hi. I'm not getting the god boons at Hasongo. Worked before on previous playthroughs but now it doesn't. Tried both Galawain - distribute soul essence - and Skaen - devote to Woedica - via the set POE state options in Deadfire menu. Edit: Forgot to add that the effigy pool and gift of the machine stats kicks in as normal. Thanks / beatspores
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Sawyer wrote somewhere perhaps in an answer to a question or whatever that they wanted companions to be unique, hence the limitation regarding your Watcher character. Personally I prefer it this way even though I'm disappointed with the absolute majority of the companions in Deadfire. I'm surprised. I thoroughly enjoyed Deadfire's music and I'm impressed with the work. Naturally I don't like everything but that's likely an impossible task to achieve. Following are my favourites. And if anybody cares, likely not, I also liked this piece very much. Makes me want that they return to a more gloomy setting next game, whatever it may be.
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Needs more DLC
beatspores replied to nouser's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)