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Everything posted by peardox
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I've got the crew on this but we ALWAYS need more help { "Title" : { "de" : "First Mod", "en" : "First Mod", "es" : "First Mod", "fr" : "First Mod", "it" : "First Mod", "pl" : "Pierwszy Mod", "pt" : "First Mod", "ru" : "First Mod", "zh" : "First Mod" }, "Description" : { "de" : "For Frodo", "en" : "For Frodo", "es" : "For Frodo", "fr" : "For Frodo", "it" : "For Frodo", "pl" : "Dla Froda", "pt" : "For Frodo", "ru" : "For Frodo", "zh" : "For Frodo" }, "Author" : "Peardox", "ModVersion": "1.2", "SupportedGameVersion" : { "Min" : "1.1.0", "Max" : "1.2.0" } } If you can fill in any missing ones attribution happens (you get a plug in the article) I have several translators avialable but everyone's busy Just PM me a good translation and it will appear in the next article with credits
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First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Part 3 Integrating your Mod into POE2 A cool update in 1.2.0 was the inclusion of the Mod Manager There is no code in this one - this is simplifying some complex issues raised by @BMac in his starting out post If you look in the first_mod folder, assuming you've got installed you'll find two files - manifest.json and thumb.png The thumb.png is a 149x82 image that will show up in Mod Manager. We got ours under license (I have to say this every time) from Mark Millmore of https://discoveringegypt.com/ You replace that image with your own, if omitted you'll get a stock piccie Let's get to personalising it { "Title" : { "de" : "First Mod", "en" : "First Mod", "es" : "First Mod", "fr" : "First Mod", "it" : "First Mod", "pl" : "First Mod", "pt" : "First Mod", "ru" : "First Mod", "zh" : "First Mod" }, "Description" : { "de" : "For Frodo", "en" : "For Frodo", "es" : "For Frodo", "fr" : "For Frodo", "it" : "For Frodo", "pl" : "For Frodo", "pt" : "For Frodo", "ru" : "For Frodo", "zh" : "For Frodo" }, "Author" : "Peardox", "ModVersion": "1.2", "SupportedGameVersion" : { "Min" : "1.1.0", "Max" : "1.2.0" } } The Description and Title bits allow us to define localisation so go to Google Translate and grab basic translations (we'll be coming back to this point) The next bits are pretty self-evident - I wrote it, I've given it version 1.2 (as I'm using 1.2.0 of the game) The SupportedGameVersion is something we need to pay attention to We've already tried setting Max to 1.3.0 but on August 3rd we get a V2 so this mod won't, most likely, be picked up If you're doing nothing dangerous simply set Max to 99.0.0 OK - translations Most of our co-dependant Slack Group (see my sig) don't speak English as their native language but have good English skills We've got Russian, Italian, Polish and German covered which is fairly good (Obsidian are far worse) I can go to our Slack and tomorrow have a (mostly) fully translated manifest.json The next update will include these changes Sometimes we have to go "outside the box", I personally know pro translators - I hate asking them so ask us for an invite PM me Right - translation crew... -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Part 2 This one is code-light but experience heavy OK - let's not rely on cheats. Let's go give it to a vendor. There is a problem - well, two actually. 1) Other Modders are looking to add items to a vendor so we can get Mod Clash. If two Mods use the same vendor one wins the other loses. We have petitioned the Devs to let us convert any named NPC into a vendor, if/when we get this ability the issue becomes moot. 2) Savegames cache state. If you enter an area and talk to someone that information is saved. If you've already talked to your vendor we get the saved vendor list NOT our new version - there are ways around this but involves hacking your savegame (they're ZIPs if you want a clue) Bearing in mind these to-be-resolved issues it is highly recommended to interact with NOBODY and make a bee-line for Port Maje then save before entering the town This takes ages so I've prepared one for you (See attachments) - geez - I had to Zip a Zip... Stick this in your Savegames directory - on Windows it'll be C:\Users\<you>\Saved Games\Pillars of Eternity II - got a Mac but someone can give us the path for that one This character is a nothing rogue with no companions who decided to save the box (not really worth it) ignored everyone and is standing outside Port Maje (PM) - he's a good character as a base for Mod experimentation - he's called First Mod and has done everything wrong. You're now in the perfect place to do some more advanced Mod development Feel free to create your own Dev save - I'm simply circumventing the necessity or going thru the torturous StartGame and wasting 20 mins getting solo to PM. OK - we are now standing directly outside PM and we've interacted with as few people as possible. You can see the issues if you use this save, go talk to fishmonger THEN apply today's Mod, reload - no MOD stupid sword. Apply the Mod (we're almost there) and repeat this using the savegame - First Mod Great Sword is buyable! Our experiments show that if you've talked to a vendor this is when the bug occurs. Without Mod installed go to fishmonger - save - chat, save. Install Mod and reload before and after. We're simply trying to make your own Mod development less frustrating - took us days to work out the rules. OK - let's vendor our crap sword In items.gamedatabundle we can find... "DebugName": "Store_09_PM_Fishmonger", "ID": "101d4c38-674b-415d-bb1e-bd68846ef033", We need to override her while keeping good JSON formatting You'll find this.... { "$type": "Game.GameData.LootListGameData, Assembly-CSharp", "DebugName": "Store_09_PM_Fishmonger_Rack", "ID": "a6696c7c-edaf-4996-be76-8978225b5930", "Components": [ { "$type": "Game.GameData.LootListComponent, Assembly-CSharp", "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "OutputMode": "All", "Items": [ { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 2, "MaxCount": 3, "Weight": 1, "ItemID": "f2a6175c-1107-4920-9e2f-ae7d07e09167", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" }, { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 3, "MaxCount": 4, "Weight": 1, "ItemID": "859b1408-0d16-4e80-8dd6-0b35c42ee9ec", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" } ] } ] }, Note the comma at the end - lose it and we've now got a valid JSON object Now let's add it to first_mod.gamedatabundle As mentioned in Part 1 your mod gamedatabundle can include things in other official bundles We're going to take the last item in Fishmonger's shop and add our rubbish sword - don't worry, we'll make it better next time. We thought you'd like to see the shop bit first. OK - this is Part 1 with some added data for the shop { "GameDataObjects": [ { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "First_Mod_Great_Sword", "ID": "fe314613-c507-4f86-86d2-dd94b09429e0", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 12650, "DescriptionText": 12651, "FilterType": "Weapons", "InventoryAudioEventListID": "d9ef8ec9-f1fb-4d0b-88b7-49d7c0310019", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "false", "Value": 50, "IconTextureSmall": "gui\/icons\/items\/weapons\/great_sword\/great_sword_s.png", "IconTextureLarge": "gui\/icons\/items\/weapons\/great_sword\/great_sword_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "GreatSword", "EquipmentSlot": "BothPrimaryAndSecondary", "AppearancePiece": { "ModelVisualDataPath": "prefabs\/items\/appearance\/weapons\/great_sword\/great_sword01.asset" }, "ItemModsIDs": [], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "ProficientAbilityID": "0b5fe616-3d6d-460d-a02d-28a1b4217796", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs\/itemrenderers\/genericitemrenderer.prefab", "ItemModel": "art\/character\/weapons\/great_sword\/great_sword01\/w_gs01.fbx", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "TwoHandedClosedGrip", "AnimationStanceID": "2bfb014c-53e1-44d0-82c8-3c3ff7a6741e", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "1d10eee8-c68a-4593-8075-7a2e19db6602", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "true", "ScabbardAppearancePiece": { "ModelVisualDataPath": "prefabs\/items\/appearance\/weapons\/great_sword\/a_great_sword01_scabbard.asset" }, "ScabbardRendererPrefab": "prefabs\/itemrenderers\/genericitemrenderer.prefab", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] }, { "$type": "Game.GameData.LootListGameData, Assembly-CSharp", "DebugName": "Store_09_PM_Fishmonger", "ID": "101d4c38-674b-415d-bb1e-bd68846ef033", "Components": [ { "$type": "Game.GameData.LootListComponent, Assembly-CSharp", "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "OutputMode": "All", "Items": [ { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 3, "MaxCount": 4, "Weight": 1, "ItemID": "c9b3ab6f-4eec-4cab-aab7-2fd8d9770c4d", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" }, { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 6, "MaxCount": 8, "Weight": 1, "ItemID": "e253a1c6-5e1c-409a-8666-e27243f3b703", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" }, { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 1, "MaxCount": 1, "Weight": 1, "ItemID": "fe314613-c507-4f86-86d2-dd94b09429e0", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" } ] } ] } ] } All we've done is replicated an item and changed an ID to our junky sword's ID Go see fishmonger in PM, she's near your eventual Ship Go to her shop and we get this... Attached is an updated version of first_mod.zip - just overwrite part one with this and you've got a shop Next time we'll make crap sword into good sword First Mod (DeadfireArchipelago) (ef1068b1-3411-4af6-98fb-3d5b3b06d652) (917052006).zip first_mod.zip -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
I'm stickied now (thanks @CDiaz) I'll spend a few days taking first mod to - well, higher numbers -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
As this is now pinned well -byee week off I've gotta do one of these a day I'll ask our Slack for some help (they're good) -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hey, this was a VERY basic mod piece @House2fly wanted a specific example - I gave him one Expanding this is dead sample is super simple Rats - I'm gonna expand it, ain't I - well it's only an hour or so to make first mod into uselful kit Then I have to attatch it to a shop -
I promised to throw a beginners guide to Modding up - this does almost nothing but is a valid Mod This is the slimmest mod I could imagine If you haven't got one create an override directory in "Pillars of Eternity II Deadfire\PillarsOfEternityII_Data" Create a new directory called first_mod Now create a sub-sirectory called design and one below that called gamedata In that directory create a file called first_mod.gamedatabundle (no .txt) and stick the following in it { "GameDataObjects": [ { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Great_Sword", "ID": "3530e7a2-ec4f-4d5f-a436-53e26ed3e075", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 11, "DescriptionText": 262, "FilterType": "Weapons", "InventoryAudioEventListID": "d9ef8ec9-f1fb-4d0b-88b7-49d7c0310019", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "false", "Value": 50, "IconTextureSmall": "gui\/icons\/items\/weapons\/great_sword\/great_sword_s.png", "IconTextureLarge": "gui\/icons\/items\/weapons\/great_sword\/great_sword_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "GreatSword", "EquipmentSlot": "BothPrimaryAndSecondary", "AppearancePiece": { "ModelVisualDataPath": "prefabs\/items\/appearance\/weapons\/great_sword\/great_sword01.asset" }, "ItemModsIDs": [], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "ProficientAbilityID": "0b5fe616-3d6d-460d-a02d-28a1b4217796", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs\/itemrenderers\/genericitemrenderer.prefab", "ItemModel": "art\/character\/weapons\/great_sword\/great_sword01\/w_gs01.fbx", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "TwoHandedClosedGrip", "AnimationStanceID": "2bfb014c-53e1-44d0-82c8-3c3ff7a6741e", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "1d10eee8-c68a-4593-8075-7a2e19db6602", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "true", "ScabbardAppearancePiece": { "ModelVisualDataPath": "prefabs\/items\/appearance\/weapons\/great_sword\/a_great_sword01_scabbard.asset" }, "ScabbardRendererPrefab": "prefabs\/itemrenderers\/genericitemrenderer.prefab", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] } ] } Everything in POE2 is identified using a GUID - all we've done so far is clone an existing item Let's go get one... https://www.guidgenerator.com/ For testing we'll use fe314613-c507-4f86-86d2-dd94b09429e0 Now, let's change the first couple of lines to look like this "DebugName": "First_Mod_Great_Sword", "ID": "fe314613-c507-4f86-86d2-dd94b09429e0", We've now got our own Great Sword, let's go name it. You see DisplayName and DescriptionText, lets change those... Create first_mod\localized\en\text\game and a new file called items.stringtable Stick the folowing in it... <?xml version="1.0" encoding="utf-8"?> <StringTableFile xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Name>game\items</Name> <Entries> <Entry> <ID>12650</ID> <DefaultText>First Mod Great Sword</DefaultText> <FemaleText /> </Entry> <Entry> <ID>12651</ID> <DefaultText>For Frodo!</DefaultText> <FemaleText /> </Entry> </Entries> </StringTableFile> Note the numbers - make then something weird so as not to clash > 10k is good but bear in mind another Mod authour may be using the same numbers (Mod Clash) Change your gamebundle to reference the new strings "DisplayName": 12650, "DescriptionText": 12651, Save your mod and start a game. Now we're going to cheat ourselves in out new item - this is perfectly acceptable when Modding for quick tests To get into the terminal hit the back-quote (`) character and type in iroll20s Now let's get us our new sword... Hit the back-quote (`) character and type in GiveItem fe314613-c507-4f86-86d2-dd94b09429e0 Hit the back-quote (`) character and type in iroll20s again to switch off Cheat mode A zip of first_mod with far more utility folders is attached All we've done so far is copy an item and make it our own - this is where the fun begins Hopefully one of our Slack Team will continue this (I'm busy) There in no mention of translations, changing the basic sword or whatever in this article Artwork in the Zip is © Mark Millmore of https://discoveringegypt.com/ and used under license first_mod.zip
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If you hit this URL you should get into our public channel on Slack What we offer here is a limited way to ask up for Mods Well, actually, that's ModDev only small so there's only a dozen of us in there ATM [Another advert] We grow every week We're a small but committed crowd Wanna join? PM me - your email = that simple. Not my rules - I have to personally invite everyone We've recently taken on novice Modders Well, actually, that's ModDev only so there's only a dozen of us in there ATM Note that you can PM most highly rated guy here - they can all DevSlack you with a few exceptions Our only purpose is to help our fellow devs I, personally, intend a BASIC mod for you to play with (so much for my week off)
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Well, we got a Chinese guy to help us - he's trying to help us out for which we value his help (you know who you are - worried about censorship here) The simple fact is that, as explained to myself, that words work differently in diffo langages We're doing fairly OK on translations but missing many Our Mod group (PM me for an invite) are missing several languages so we deeply wish how to translate "Have you got a Norwegian Blue?" into another language. The problem, as stated above, is that I am after a "Norwegian Blue" or a "Norwegian who is Blue". I'm told by one of the gang that he only got it when he got the proper translation. I'm on another POE2 task this week - I won't get notifications unless you PM me If you wanna join our EXTREMELY friendly SLACK bunch PM me with your email - SLACK's rules, gotta email you the invite
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I managed to sign up to Deadfire2 earlier This is a general Slack Channel Chat about whatever you like What makes this unique is that I'll link it to our mod channel (which is invite only) We will take mod requests and answers via this channel if I can hook them up This will, naturally, expand in focus as we get more content. Feel free to completely ignore the reason I set this up but at least give it a go Our ModDev channel gets hundreds of replies a day (14 members) Vibrant, and worth a play while I set the links up!
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I'll give you an example - this is one of 21 in items.gamedatabundle Item - Game.GameData.ItemGameData, Assembly-CSharp (472) - exported-1.2.0/design/gamedata/items.gamedatabundle => ItemComponent - Game.GameData.ItemComponent, Assembly-CSharp (472) [19] => DisplayName - integer(4) => DescriptionText - integer(4) => FilterType - string(11) => InventoryAudioEventListID - string(36) => IsQuestItem - boolean(1) => IsIngredient - boolean(1) => IsCurrency - boolean(1) => IsAdventuringItem - boolean(1) => CanSellForFullValue - boolean(1) => MaxStackSize - integer(6) => NeverDropAsLoot - boolean(1) => CanBePickpocketed - boolean(1) => IsUnique - boolean(1) => Value - integer(6) => IconTextureSmall - string(78) => IconTextureLarge - string(78) => PencilSketchTexture - string(1) => InspectOnUseButton - string(7938) => IsPlaceholder - boolean(1) => WorldMapPassiveItemComponent - Game.GameData.WorldMapPassiveItemComponent, Assembly-CSharp (1) [2] => SpyglassRange - integer(1) => SeaFogRangeBonus - integer(2) => DataScriptEventComponent - Game.GameData.DataScriptEventComponent, Assembly-CSharp (142) [1] => Scripts - string(4780) => ShipItemComponent - Game.GameData.ShipItemComponent, Assembly-CSharp (4) [1] => ShipID - string(36) => ShipSupplyItemComponent - Game.GameData.ShipSupplyItemComponent, Assembly-CSharp (3) [2] => SupplyType - string(10) => SupplyValue - integer(1) This means that each Item can up to four attached things, this is the simplest one that qualifies Other items also include items - e.g. Equippables This is for my week off project to properly describe how everything works There's a LOT I'm not going to describe in this post as this don't display a load of other things I've done. My aim is to provide proper docs for the Mod Community and pictures are far better than words If you wanna lend a hand PM me (avoiding forums this week - lots of work on this)
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Apologies to anyone who's native language ain't English. Only my Italian contact is around ATM - we're both positive a load of the text not in English or Italian is garbage So - the point of this one is that BMac missed off localisation Here's one I'm playing with (sorry rest of world for Google Translate) { "Title" : { "de" : "Einfaches Segeln", "en" : "Plain Sailing", "es" : "Vela llana", "fr" : "Voile simple", "it" : "Navigazione Semplice", "pl" : "Całkiem proste", "pt" : "Navegação simples", "ru" : "Гладко", "zh" : "一帆风顺" }, "Description" : { "de" : "Viel weniger Unterbrechungen durch die Crew", "en" : "Far less interruptions by the crew", "es" : "Mucho menos interrupciones por parte de la tripulación", "fr" : "Beaucoup moins d'interruptions par l'équipage", "it" : "Molte meno interruzioni da parte dell'equipaggio", "pl" : "Znacznie mniej przerw w pracy załogi", "pt" : "Muito menos interrupções pela tripulação", "ru" : "Менее меньше перерывов экипажа", "zh" : "船员不会中断" }, "Author" : "Peardox", "ModVersion": "1.2", "SupportedGameVersion" : { "Min" : "1.1.0", "Max" : "1.3.0" } } This is properly formatted JSON with additional languages The effect of the extra languages is that if you switch language (this is dangerous - you may get stuck in something you can't read) - practice switching languages if you wanna verify everything - buttons are always in the same places - I'm about t try Russian + Chinese but not before a few rounds of languages I can at least guess what means what. I just tested this (with my Italian friend on standby) and switched to Italian. The manifest got picked up and displayed correctly. Cool - time for some Chinese (I may get stuck here )
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Dragged out my corrected translations for the parrot de - Hast du ein Norwegisches Blau? es - ¿Tienes un azul noruego? en - <We're translating from this one> fr - Avez-vous un bleu norvégien? it - Hai un blu norvegese? pl - Czy masz norweskiego niebieskiego? pt - Você tem um azul norueguês? ru - У вас есть норвежский синий? zh - 你有挪威蓝吗? The only ones I'm not certain are correct are pl + zh
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Any help is most welcome One of our group is Russian - he's done a proper translation I've got most languages covered apart from Simple Chinese (ZH) We've got Italian, Portuguese, Russian, Swedish, German with Spanish and French by request (could do with someone Spanish + French so I don't have to go begging) It's the nuances of the languages that makes Google Translate less than ideal, this was explained to me by a multi-lingual friend A friend created a Dead Parrot mod I was using as part of a tutorial on writing new conversations for Deadfire The original English is "Have you got a Norwegian Blue" (Monty Python) Apparently Google translated this to Have you got someone who is from Norway and is blue? With the aid of my friends we've got it all pretty well translated. The chinese I have no way to check nor anyone who can verify if the above makes sense If someone does both Chinese + English PLEASE PM ME Sod all cash but lot's of things to put on your CV and glowing referals
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Tuk Tuk Peaks
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
PM Devs time - something is defo wrong still Gimme the save when you have a moment - I wanna be certain what's going on Take Porthos after Eofania and it now works but my experiment failed -
Tuk Tuk Peaks
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
OK - fresh game - boring intro (why no skip - I've finished it...) Minimal Mods I'm skipping EVERYTHING to get to Eofania ASAP - off ship, Ringo, Savia then make a bee-line to Eofania Yep - got sod all useful Let's add my Mod Ooh - more crap to buy - I get The Red Hand now (can't afford it, just did a direct walk from start but it's for starts) Some experiments later I can confirm it's still caching Quit to Desktop Remove Red Hand + Friends Load - I can still buy it - cheated myself some cash to purchase the thing Yep - purchase and equip works perfectly using that save OK - lets do a deep one - my convo demo is liked to @TT1's Dead Parrot I've got a valid mod that is dependant on another Incorrect error - it couldn't find the DP referenced in convo Soz guys, this is more confusing than at first sight It's POSSIBLE they're clearing the cache when moving from one area to another which would explain why the other two now function As can be seen from my experiments it appears to be a partial fix PM Devs time -
Tuk Tuk Peaks
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Oh - that's right - it was you Zap... I've taken two 1.2.0.0028 versions of screwed saves, both now work There was your one an Kilay's broken one I admit - I'd beta'd myself then did a downgrade Gimme a sec... This is your save after I travel to see Eofania (we both know this didn't work before) Here's Kilay's broken one - he can't get into the mill I did extensive testing on this yesterday - Poor old Porthos went on many a voyage - I know for a fact that didn't work before today I'm assured there was a similar problem with the Mill Everything works now To double check (OK I'm paranoid) I'll do a new test on Eofania -
Class bonuses to skills
peardox replied to gkathellar's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hahahahahahahahaha Documentation? That presumes a well supported mod community. I, as will my Modder mates find it, amusing I'm in hiding from Midnight but if you want serious discussions on it post a message with Slack in the title or PM me and we'll get you in this very self-help group The reason I'm "hiding" is to reverse engineer the whole lot - it's something I've been working towards for a month Soz- still got a smile on my face I can refer you to @TT1, @SiliconMage, @Xaratas and others for the initial help you need We're all friends and help each other out (we have 11 of the most dedicated Modders) -
Pay = 0 but lots of credits We will credit you for translation on any Mod we release A difficult to translate line is... "Have you got a Norwegian Blue?" This one I'm informed by my translators is REALLY hard. Apparently Google gives us "Do you know a blue person from Norway" Chinese <Entry> <ID>106</ID> <DefaultText>“让我看看你都有什么好东西吧。”</DefaultText> <FemaleText /> </Entry> <Entry> <ID>107</ID> <DefaultText>"你有挪威蓝吗?"</DefaultText> <FemaleText /> </Entry> If anyone can help PM me as our group needs your help This is your perfect chance to get a load of references!
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Tuk Tuk Peaks
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
An older issue reported by @kilay also is now resolved - you can now enter the Mill @kilay sent me his broken save for me to test on our private Slack channel (ask any of us for an invite)