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Everything posted by peardox
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Tuk Tuk Peaks
peardox posted a topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This will make sense to someone but I can't find the message Someone sent me a save game a few weeks ago whereby my Uniques Mod fails consistantly I PMed the Devs and they didn't like my report a bit It appears they have silently fixed this issue I imagined this was someone in our Slack (maybe not) CAN the original author verify Porthos (PerikisOverlook) now allows Red Hand etc (you'll need https://www.nexusmods.com/pillarsofeternity2/mods/125 installed) Gonna check out a friend's mod issue possibly affected by the same bug now -
Twitch Stream
peardox posted a topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Answered nothing other than a delay in release I HOPE we're the reason it's been pushed back a week @BMac @CDiaz will the beta let us have advance content previews? We simply wanna be as up to date as possible (11 of us and counting) -
I've got a blank at the bottom of Convo Modding (last one) This, essentially, gives you a basic structure - not content - for a mod May as well add it here... This does nothing - which is why it's called blank Basically you extract the thing, change the name to [my-amazing-mod] and everything is in place Feel free to join our little Slack group - PM me for an invite. All the peeps you wanna talk to reside there. I let a dragon into the world when I created this one - my iPad was binging many times minute - it was driving me crazy! Turns out it was Slack informing me of every convo on the channel (we did 2350 - ish this week) You'll find a welcome home where sharing is the goal PM me your email and we'll add you. We've got 10 members ATM (every one is on page one / two)
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A week off
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Something interesting regarding this post There was a troll on this thread, one of my Modding friends in Slack spotted it and replied defending me I didn’t even get to see the post or defence by my friend Trolls should be treated as they deserve [Hey Mods - can you PM me this trash?] -
The distractions of here + Slack are getting in the way of documenting POE2 I'm gonna go peddle to the metal for a week as a result so I can complete the docs we all sorely require I won't be answering any forum / Slack reqs starting Saturday 14th If something desperately needs answering email me @ simon[at]peardox.com while I'm wrapped up in reverse engineering mode PM me in forums and I'll check it out (I get notifications)
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A game (it's fun)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Oh, just realised, I didn't make the (non-monetary, simply for fun) rules plain 1) OBS are not allowed 2) You can split your OBS$ as you like 3) This is simply for fun 4) I lie about some things (which can you spot) I already win But, honestly - WIN and I'll get you a Mod done -
OK I just did map extraction for everywhere easy I'll spoil this with Queens Berth being the largest image Now - and this is the fun bit What are the next four? Be'll bet OBS points (they're like Brownie points) Everyone has 100 OBS points to bet. The prize - we'll write you a Mod To make this fair the deadline is Midnight Friday GMT Took me a lot longer than that to bust them so no cheats possible
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Not currently possible Ask me more in Slack
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[Announce] TT1 Unique Items
peardox replied to TT1's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
You dropped LeChuck yet? We've been discussing this in Slack all evening For those of you not in the know @TT1 is doing a parody of Monkey Island Our group on Slack help each other out, art for this upcoming mod is by credited friend I simply organize and manage the group - they come up with all the stupid ideas that actually work -
Something I've been working on for a few days is maps for an internal project (I have 8G to stitch so this won't be happening soon - got 62 / 200+ done) Once I finish this, yeah, creating a tool to do your MOD outline is a good concept. It's not exactly hard to write one of these (a day for finished product is do-able) In a case like this I won't make any memory - type it in, get it - forgot you I'll have two do a Sub system to remember (takes longer than writing the stuff) Comments?
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Exported prettified JSON
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
They are more comfortable to open and to read for modding, and that save some time. In the previous version instead some gamedatabundle had some typo errors, space, wrong commas and so on, so peardox have rettified them and then have also provided the json version of those files. Now after a check(of him) in 1.2, the gamedatabundles seem properly formatted so he just shared the json archive. I believe it's just that, but i could also be wrong. Nope - just prettified them, OBS fixed their export in 1.2.0 I wan't going get into the previous versions topic as it's no longer relevant -
Exported prettified JSON
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Prettified means human readable. If you open something like exported/design/items.gamedatabundle it's all on one line (machine readable) Computers don't much care about white space but humans do The prettified versions are easy to read by us mere humans. Everything is properly spaced and indented. You'll find that most Modders write their mods using prettified JSON as it's far easier to understand and update. Also as Mods are small in size a few extra k don't matter. From a delivery standpoint someone providing a large amount of data like OBS wanna make everything as small as possible. For example items.gamedatabundle is currently 6,115k whereas the prettified version is 13,094k Only Modders are really interested in the prettified versions, everyone else wants the smaller file sizes If we wrote something HUGE then we'd probably pack the mod (the reverse of prettify is just as easy) -
I've put a Dev req in yesterday for some do-able things that make Modding more interesting 1) Small icons (we can already do large ones) 2) Spawn an enemy to attack 3) Store creation These are feasible and hopefully not a huge headache for the Devs As to new maps - far more to it than you think Yeah, a level is a big 2D image. But then it's got content that's in the levelNNNN file and unity3d files plus a load of scripting. If you look at a full map - here's Port Maje - https://poe2.peardox.com/img/BKG_AR_0901_Port_Maje_Exterior.jpg (smallest I could squeeze it was 5.5M - proper is 50M) there's no trees or sea. The trees + sea plus all NPCs + enemies are tied to the level file (I think) There is interest as can be found as our little (10 of us, all from here) Slack group shows (see sig). We've got two artists dying to create new images and prefabs plus a group of Modders and translators
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Add to the manifest creator a thumb.png creator I see some of my friends have started doing this (prob using another of our friends) I'll have to update mine...
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Looks like we need a Wiki I knew the how to reply soon as I saw the question (already been answered) Our little Dev Slack group (READ MY SIG) were discussing file sharing discussing this morning, this is a similar idea. I've got a server so this would be easy to set up or alternatively we can use someone elses
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There are three that defo ain't do-able ATM Maps, Quests and Vendors I've requested Vendor support soon as possible Maps - not a chance as they are inbuilt and use Unity3D plus you'd need a load of art so forget that one ATM - we're not a FPS Quests - Adding new ones, again, unlikely though I'd live this one. You can (possibly) do something with existing ones as these are convo mods - I'll have to try that out Everything else is things I have been working on for weeks but it's a very long process as I do other stuff at the same time.
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OK The final payoff... If Part 3 worked for you you're almost done All we need to do is add some scripting to then Search for "NodeID": 106, You'll see a line that says simply... "OnExitScripts": [], This is our does nothing show me a shop (it's the FishMonger's) Change it to this... "OnExitScripts": [ { "Data": { "FullName": "Void OpenStore(Guid)", "Parameters": [ "2c8238c9-99ae-45d3-9d6e-f795c688fd1d" ], "Flags": "", "UnrealCall": "", "FunctionHash": 215165789, "ParameterHash": -391774516 }, "Conditional": { "Operator": 0, "Components": [] } } ], Now lots go TT1's Dead Parrot so just below this one is 107 which we want to change to... "OnExitScripts": [ { "Data": { "FullName": "Void GiveItems(Guid, Int32)", "Parameters": [ "ff10c221-f081-465f-adef-082978010630", "1" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Conditional": { "Operator": 0, "Components": [] } } ], You can change ff10c221-f081-465f-adef-082978010630 to something else if you ain't got TT1's Parrot Mod installed e.g. ITEM_PET_FlameNagaHatchling is 123bfda8-0639-4a68-bb59-3107a0e692d3 You can make that anything you want that's a valid item Make sure you're completely out of Deadfire (on Desktop) - start the game back up and Waenglith will now sell you fish and give you unlimited free Dead Parrots Attached are convo.zip which is the finished mod and blank.zip which is a load of empty folders to make creating new mods easy (as it can take a while to get the dir structure correct) convo.zip blank.zip
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There will be one more short part to this stuff and I'll include a copy of the finished Mod for you to play around with We've still done nothing that changes the game - let's do something about that! As I said right at the start we're now going to alter, fundimentally, how the game works. There is only one way to do this, and yes, I've explored every override way I can think of (instructions are bugged) What we're going to do next is NOT for release as a MOD - it is, however, an extremely useful experiment for us Modders In your mod directory create conversations/09_port_maje/09_cv_dawnstars_priestess.conversationbundle Note that this goes at the same directory level as design and localized - it does NOT belong in design (as you may expect) Now go through Waenglith's Questions - you're looking for one with "Farewell." in the list - there are two ways to get to this depenfing on whether you've latkked to her before Referencing this text against 09_cv_dawnstars_priestess.stringtable you can see it's ID 24 We're looking for "NodeID": 24, as that's where we're going to patch in a Shop + Parrot If you don't want to use Dead Parrot use anything else e.g. ITEM_PET_FlameNagaHatchling is 123bfda8-0639-4a68-bb59-3107a0e692d3 Lets fund "NodeID": 24, You'll see we have ================================================================ { "$type": "OEIFormats.FlowCharts.Conversations.PlayerResponseNode, OEIFormats", "NotSkippable": false, "IsQuestionNode": false, "HideSpeaker": false, "IsTempText": false, "PlayVOAs3DSound": false, "PlayType": 0, "Persistence": 3, "NoPlayRandomWeight": 0, "VOPositioning": 0, "DisplayType": 1, "NodeID": 24, "ContainerNodeID": -1, "Links": [], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [] }, "OnEnterScripts": [], "OnExitScripts": [], "OnUpdateScripts": [] }, ================================================================ Copy that node Now, we need to insert our new nodes, these relate directly to our altered StringTable You'll remember the node before our new ones was 72 Search fpr "NodeID": 72, then look for the end of that object It's followed by ================================================================ { "$type": "OEIFormats.FlowCharts.Conversations.ScriptNode, OEIFormats", "RequiresValidChildNode": false, ================================================================ After Node 72's closing }, paste node #24 in twice For our fresh nodes we want to change "NodeID": 24, to 106 + 107 as they pick the text up from our StringTable We've now got two dead nodes that will result in a dialogue option then quit (that's why we took links out) This has created an unused two convo nodes - let's go activate them Search for "ToNodeID": 24, We're going to pit out new nodes in directly before the farewell node (#24) - there are two places this needs to be done as node #24 is part of two dialogue trees so we may as well do them both The section with the "ToNodeID": 24 looks like this ================================================================ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 3, "ToNodeID": 24, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ================================================================ Paste in the above twice and add a comma to the after the last } in each new object We're looking to have this inserted ================================================================ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 3, "ToNodeID": 106, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 3, "ToNodeID": 107, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, ================================================================ Repeat this for the other "ToNodeID": 24, - make sure you're not doing the same one! Save this, make sure you're completely out of POE2 - not at menu, at Desktop Start up POE2 with your new mod and go see Waenglith - you should have the two new questions in the conversation (they'll just exit at the moment) Next session (last one, and it's nice + short) I'll show you how to make these dead nodes do something cool
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An note by an source who is confidential Starting with Winrar 5.0, new algorithms were introduced that aren't compatible with older versions! This leads me to the observation that if you RAR your Mod you may get a few failed installs. Yeah, RAR is the most efficient compression we have - I purchased a license - love it.
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Convo Modding (part 2)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This translation stuff is well explained by a friend of mine... Hey Simon, I think most of these translate more like "a type of Blue that is norwegian" rather than "a type of parrot that is norwegian and blue". Translating jokes are really hard, but probably the best thing is to check how that scene is actually professionally translated. It seems in italian it's translated "Il pappagallo norvegese blue" for that reason. You have to specify you're still talking about the parrot Which leads us to this lot... de - Haben Sie einen Blauen Norweger? es - ¿Tienes un loro noruego azul? en - <We're translating from this one> fr - Avez-vous un bleu norvégien? it - Hai un pappagallo norvegese blu? pl - Czy masz norweskiego niebieskiego? pt - Você tem um azul norueguês? ru - У вас есть норвежский голубой? zh - 你有挪威蓝吗? Thanks to @Phenomenum, Jonathan and Florian for the corrections Now I can do the last part... -
Cash for Mods
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
442DP for all that Damned Bethesda... -
A look thru the bundle appears to verify it's good I almost wrote almost exactly the same thing I'm not being critical, simply stating some observations I had when I did the same thing The problem is that by level 20 you're running out of things to kill so advancing is a real chore The other thing is there's nothing past a level 9 skill ATM - I'm sure we could create some but it'd take ages to do the balance
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Convo Modding (part 2)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Pedantically most if not all will probably be true for POE but it's completely changed in POE2 The answer you're probably after is zero - just had a look at it and none of it applies to POE2 -
This is MEANT to read "Have you got a Norwegian Blue" I purposely picked a hard to translate phrase Honestly es, fr pt and zh are the only ones I can't defo get - we're in dispute over de 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? ANY help is greatly appreciated