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peardox

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Everything posted by peardox

  1. I've been writing this NPC Mod as a tutorial for the last five hours (this is not simple) I'm using Captain Darmo (NPC - Port Maje) to illustrate I've done EXACTLY what I advise everyone else NOT to do - made him a Zombie I'm fastidious but something went wrong so I'll have to back-track to where I introduced the issue - I'm guessing it's the mod This is simply a warning to other devs as if your XML / JSON is messed up you can easily end up with a Zombie. Everything is manual edits so it's easy to understand why crap happens @TT1 I'm using your DP in my tutorial
  2. Some updates We've had interest expressed by an up and coming artist - soon as he PMs me his email I'll be adding him / her If anyone can do translations PLEASE PM me your email so I can add you as well as that's a definite thing we all need If you're an artist, again, just as we've got one doesn't mean we don't want more - we can potentially request too much of our friends so having a pool of people is a distinct advantage. If you're a Modder and ain't seen this yet PM me your email and I'll add you. With a little luck we'll get a group of friends together who can share and benefit from each other's knowledge
  3. @fxluk A variant of your variant is to increase item prices - I flattened the market You're reducing sale prices (but presumably already have a load of cash) If you're already swimming in cash raising the prices has a very different effect - you'll soon be a pauper. Raising specific item types REALLY hurts the economy. Anything to do with the ship, as that's the main Sink (sink's are ways to force you to spend virtual cash) in the game would be highly effective for your concept.
  4. Whew, I thought it was just me that desired this. One rapid positive vote makes me believe it's not a waste of time after all, something I can make a few bux off (gotta eat) so I can devote myself fully to POE2 modding for a good while
  5. Short answer - No Long answer - Complex and bear in mind there are limitations Theoretically you could re-task some really boring NPC so let's take the FishMonger in Port Maje as an example. You could easily turn her into a much more interesting character by re-writing all her conversations. She a good example of a waste of space that can be re-tooled. She's already a vendor (something you can't add) so has all the ideal attributes for a Modder to go wild on. Another example in Port Maje is Captain Darmo, another fairly useless padding NPC but in this case NOT a vendor. We can still do fun stuff with him if we like by re-scripting him. Theoretically we could add some quest to him for example. There are some technical limitations as conversationbundles don't Mod as intended yet - we are promised a fix sometime I've requested icon and prefab Modding as well - no reply yet I've been promising for days I'd write about this subject (I keep finding new stuff I wanna explore regarding Modding) so I guess today is a good day to turn this into reality. I'm gonna go work out the Vendor list first, that one's a high priority and also part of a Dev req that links in well with this subject More later
  6. I just paid £4 UK minus a penny My goal, since the start, has been to provide a very detailed guide to Deadfire GamePressure's guide is wrong in many areas Anyone see a problem with this plan? I will be fully acurate Just expressing myself here
  7. Oh, dont worry, I already got it right. Cool Tomoz I'm gonna do a sample convomod - this is complex I will check this with @BMac in a moment Essentially a convo mod allows you to change the conversations you have with NPCs I've tried this with Waengith (then stupid Windows deleted everything_) I got SO MANY Dead Parrot's This concept turns a useless NPC into a valuable tool The restriction are different I changed Waenglith and added "Give me a kipper (UK humour)" at which point I get a Dead Parrot (if I have it installed) Righto - better bet some grub + hit the sack
  8. Presently you're after a prefab I imagine We've been looking into this and the result is that ATM - not a chance I'd go into this problem in detail but Obsidian say they're going to make this far easier for us. I wanna do the convobundle tutorial first, regardless as this provides far more expansion
  9. Hehe That key is in gamedata/global.gamedatabundle No - I dunno what it does I found this topic amusing so took a little time out to search Blow me down - it actually exists I have sod all idea what it does All I can tell you with certainty is that the key exists EXCTLY once
  10. That's a good idea, but I don't know if we'll have time to do it. Since all of the content of a each type is on the same page, your browser's Ctrl+F function should work fairly well. Yeah, the documentation is a bit bugged when it comes to bitmask enums such as WorldMapEncounterSpawn.AppearsInDifficulty. I'll do something about that as we update. I'm working on a search function for devs in reply to TT1's - bear with me by friend - something cool will result I've only done items.gamedatabundle but it's easy to extract them now I'm unsure as to which file to do next - characters is an obvious target but I've got a shed load of hanging ability lists etc This makes my next step confusing Everything will come together in the end It appears that most people like making new items so I may expand that branch of my research On the other hand, people like writing SpellBooks and new classes I'm pretty chock full of promises this week so tell me which you want and I'll do the research My promises for this week (delayed owing to the SaveGame issue) are conversationbundle and new items (somone - TT1? can prob write the latter)
  11. Still not done everything in Items but damned close now I need an example of Drain by a not-modded item / char (saves me having to hunt it down) Dead Parrot took me ages to work out so make it easier for me this time pls Which kinda effect you looking for? There are six categories from memory.
  12. Well - that you'll have to get in class selection (problematic) Let's envisage a Poacher class (sorta a rouge) Would that be possible? I can't be 100% until I try it. Would a Poacher subclass of Rouge be possible? This one seems a defo owing to other mods I've seen. I can't say either way as to where this would work but it'll be fun to play with.
  13. Lootlists occur in only two places For example 6fa1e8b1-59da-490d-9b58-0889c7d0371a is in ... [GREP wait for 8 mins] I'd stick this on my server which would be a lot faster but it costs me cash Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/level55 Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/items.gamedatabundle Technically speaking, starting from the LootList attached two objects together - we now know level55 and items contain that UUID What you NOW need to do is remove irrelevant data so look her up in characters - we're only looking for one UUID - the SpeakerID So - a simple search shows her as 050e3a6a-d7d6-4b5b-a062-f4942d87bb44 (forget this one) Her SpeakerID is 72f117fd-39eb-4f22-8969-55e8f98b13a4 so let's go find that one Next search is for her SpeakerID - we already know it's gonna appear in character and implied speakers Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/characters.gamedatabundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/speakers.gamedatabundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/conversations/05_neketaka_artisans_district/05_cv_marihi.conversationbundle We're only bothered about the convo bundle - Openit + look for OpenStore which yields 3f84e9ad-43c9-4ef6-a8c6-5b6acd3380b3 Let's go search for that (anyone feeling level55 coming up? Not pressed return yet) Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/level55 Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/conversations/05_neketaka_artisans_district/05_cv_marihi.conversationbundle So - we've not got direct linkage Level55 contains all three things we were looking for by backtracking and linking stuff together We can now positively identify CHA_05_AD_Marihi owing the lootlist 6fa1e8b1-59da-490d-9b58-0889c7d0371a which is part of 3f84e9ad-43c9-4ef6-a8c6-5b6acd3380b3 (the last one not being in exported) Fun, this, Eh?
  14. I'm only gonna answer the last Q as I ain't looked at the first lot. You can find several new subclasses on NexusMods like the Solo Chanter etc There's a LOT of info to process so appologies I can't be more specific I will be when I've done the rest of gamedatabundles
  15. Hi I've been researching this for half a week on and off If you've already visited a vendor some Mods will not activate I've found a solution for this issue and PMed the Devs There is a replicable way to prove this As this is a "No Spoiler" forum I will simply say that while I have a solution this is a bit of a hack If anyone wants me to provide a generalised solution while Obsidian play catch-up - let me know by replying / PM-ing me and I'll write the fix Note - this will NOT be a Mod - this is a SaveGame patch I'm still working out the details of how I can safely re-write SaveGames with as little effects as possible. If you want a patched SaveGame I can already do it manually (proven to work) I want a solution whereby you upload a SaveGame and get a minimally modified one back. As I say - I'm still playing with this concept + it needs testing (properly)
  16. Something @ZapGunForHire said made me search for this (ta mate) See https://forums.obsidian.net/topic/103043-patch-120-updates-thread/ This tells you how to get the beta 1.2.0 and back again Useful info I completely missed as I (almost) only read this forum
  17. Amongst other things I've done today... items.gamedatabundle contains 4,779 records containing multiple components Items is therefore partially decompiled. I say 'partially' as there is a lot of linkage to other gamedatabundle stuff I've not done yet and there are a load of ENUMs I can make better sense of. Nevertheless this was worth doing as once I've done the linkage, ENUMs + other bundles I'll be able to largely automate creation of stuff for MODs. Obsidian will have a DB I imagine that does the same, I'm simply re-creating a semblence of what they probably use. The current table already has uses. 75M (can make it far smaller)
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  18. Oh You can grep out c164ad1a-fabc-4c50-9238-c86f2f8999ad (Eofina's vendor ID from the conversationbundle) This will reveal it only occurs in ar_0907_pm_huana_settlement_ext.lvl so that's the one to remove This allows for a useful little utility as it's easy enough to grep out all the Vendor IDs (in game - not loot lists) from *.conversationbundle These are easy enough to automate as well (which vendor has which in-game Vendor ID) from the SpeakerID which links back to items.gamedatabundle So - I could create a page where you upload a savegame and it returns it minus the offending "Seen it" More investigation required - I'd guess just changing the vendor ID to 00000000-0000-0000-0000-000000000000 would fix the issue (may try that later)
  19. Hehehe OK - it's a hack... *.savegame are just Zips Extract Delete ar_0907_pm_huana_settlement_ext.fog + .lvl Zip and rename to <something>.savegame and stick it in your SavedGames folder There are now two versions of the same save - in my case the first one was the modded version
  20. I've actually just been looking at exactly that process - installed Unity3D etc What I think should be possible is to create a small mod-sepcific unity3d file with just the required assets in it. Specifically they're using UnityFS files. I tried changing Dead Parrot's icon - no luck UnityFS files appear to be a complex version of Zip files (simple explanation - the reality is that they bear no similarity) It should be possible to then stick a specially crafted file in assets and get new assets read in I'm only theorising here - UnityFS is complex... I've spent a few hours reading up on it
  21. @ZapGunForHire That was a weird experience (Tuk Tuk Peaks - where's Dorland?, where did all these clouds come from <G>) Yep - it's not picking up TRH + Friends... Gonna experiment.
  22. Here you go There are over 1055 of them You'll prob want to cut the list down as this is every prefabs/effects/abilities in there (a load of stuff you won't want) vfx3.txt
  23. No way AFAIK There's no file called e.g. "TrapPrefab": "prefabs\/toolbox\/traps\/item_traps\/trap_item_bearclaw.prefab" anywhere so it'll be part of one of the unity3d files Prefabs appear to be part of Unity3D - see https://docs.unity3d.com/Manual/Prefabs.html One thing I'm going to try today is changing our friends "Dead Parrot" icon simply to see if it can be done. By this I mean a proper change rather than picking a pre-packaged one used by something else. In essence it's conceivable that you could create a prefab in Unity3D to create a new one (might try that as well) I'm not sure how happy Obsidian would be with us Modding to this extent though.
  24. Can you give a specific example? Something's UUID makes it easier to hunt down VisualEffects occurs in... abilities.gamedatabundle attacks.gamedatabundle audio.gamedatabundle characters.gamedatabundle editor.gamedatabundle items.gamedatabundle ships.gamedatabundle statuseffects.gamedatabundle Using the first trap I encounter it looks like this... { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "Trap_Item_BearClaw", "ID": "de4aabe9-7bbd-4143-9a01-0c7b19d9cf12", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 2837, "DescriptionText": 3837, "FilterType": "Consumables", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 10, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "false", "Value": 375, "IconTextureSmall": "gui\/icons\/items\/traps\/trap_bear_claw_s.png", "IconTextureLarge": "gui\/icons\/items\/traps\/trap_bear_claw_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "Type": "Trap", "UsageCount": 1, "UsageType": "Fixed", "AnimationVariation": 100, "AbilityID": "374910ea-dfd0-4f3d-be98-3ce90aabac9a", "PickpocketAbilityID": "00000000-0000-0000-0000-000000000000", "Timer": 0, "SkillRequirement": { "SkillID": "00000000-0000-0000-0000-000000000000", "Value": 0 }, "ShipMoraleBonus": 1 } ] }, Ability 374910ea-dfd0-4f3d-be98-3ce90aabac9a has an AttackID of 5a188d3a-fdf8-436c-9d7d-79ac828ca309 which leads is to... "TrapPrefab": "prefabs\/toolbox\/traps\/item_traps\/trap_item_bearclaw.prefab" That's just a picked at random example, there are other ways a visual effect can be applied as well
  25. The data structure is far to complicated, I need to fully export a proper structure for exported to make this meaningful - I'll finish items while I download beta again as that includes all the vendors I did a useful extract a few days ago that explains quite a few things https://forums.obsidian.net/topic/103067-all-the-uuids-listed/ UUIDs can appear in level* and / or exported*
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