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peardox

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Everything posted by peardox

  1. Yeah but it's problematic As a test I did a "Warp" to <pick destination> so without a ship I could basically ignore the start, ignore all companions and "Warp" directly to <pick destination> The issue is that such a test leaves you as level 1 so you either have to add levels to yourself (also scriptable) and with no allies - I guess this is good for solo I attached a Warp to Waenglith that "Warped" me to Neketaka - that sorta sucked as I was a level 1 so added myself a few levels (much nicer but still alone) This stuff also allowed me to stick a script in endgame that transported me back to Neketaka The endgame hack was so I could do any quests I'd missed - it didn't work My plan was to marry the Queen (playing Male) as I am "worthy" having just stopped disaster - that stuff is fairly easy but I'd need to have several options (I'm female, gay etc) - I'm a bloke so as it was a test... If you've finished this is a valid mod that simply changes the ending as the text sets up the close - so switch that out and "Warp" back Sadly there are some triggers that set some Global Variables (not found them yet) so when I "Warp" from endgame to Neketaka I still have the ship I used for endgame and wherever I go lands me on endgame Got rid of that junk now
  2. No (soz @housefly) You have to completely redefine the whole object. When you re-define the object you need to include all the original junk you've got no interest in as the object over-writes the original i.e. if you only leave height in there's nothing else left (it'd be cool if they did a merge rather than over-write) As my friend HouseFly says - try it out Not been here for a bit so may not be up to date (so test)
  3. If I stick something in override/<mymod>/gui/portraits/player/(fe)male what's the load order? Basically I know thru exprerimentation that this stuff works but when I try to change the image things are less logical So - we load base data, published mods that include gui elements then override I'm using 33/111 as my PC, then as a test I duplicated + renamed all the files for a mod test resulting in 222 selectable images I expected 33 dupe to appear at 144 (if my assumption on load was correct) - it didn't Are the images sorted by filename, perhaps? If so I'll simply give them very low numbers so they appear at the start. I'll do a proper test on this tomoz and step thru every image to work the order out but can't be sure these will always be the rules To explain this project will allow you to take a selfie and change you portrait to yourself I'm also looking at using AI to apply style (like Prisma) to the selfie. This DOES cost me cash though so I will need to charge a small amount to cover my costs (really cheap) I also plan to mod it so you can selfie the family and make them your companions Been working on this for ages as the companies I'm working with are slow to respond
  4. Been working on a 'big plan' Can you add the current official layout for override/mymod directory structure We tend to attempt to be consistent in most cases in order to replicate original structure so while not officially required many of us use design/<something> as it makes the structure similar to the base files - these could be marked as [optional] as a gamedatabundle can live anywhere (while others need fixed locations like localised) It would be cool if this info was added to the documentation as this info is not therein
  5. Can someone unpin this pls? I just checked the site and nobody is doing anything I asked for the pin (think CDiaz gave it me) My club is failing so while I'll leave it open I would prefer that we don't offer something our members ain't doing (you know who you are) This was a good faith experiment and we did a load of good reqs but the apathy of our members has led me to changing concepts
  6. Been busy 3.0.2 exported is on https://poe2.peardox.com/exported/ Have fun!
  7. OK - done 3.0.2 to make this easier for you (better mention this fact in another existing thread as it helps peeps) You simply wanna extract json.zip - there are two directories you wanna look at ai/* and gamedata/* (especially ai.gamedata.json) Go to https://poe2.peardox.com/exported/ and download json.zip This is simply a easy to read version of the files that the game uses The files are human readable but I'm only using the base data If you create your own override/ai/me.gamedatebundle or override/design/ai.gamedatabundle I believe you will have your own AI I must stress that I haven't checked this - I simply do the JSON ================================================ In case anyone wonders where I've been - portrait packs + depression
  8. CharacterStats has an optional EquipmentSetComponent that includes all the chars crap Additionally check out WeaponSets - that's where it goes
  9. /exported/gamedata/ai.gamedatabundle This is a JSON file on one line so if you're on Windows simply install Notepad++ and the JSON extension If you can't do this I have tools that can extract this into prettified (something you can make sense of) data The last extract I did was 2.0.1 at https://poe2.peardox.com/exported/ I'll do an extract of 3.0.2 but this will be not complete - I know how to process the addons but Obs are ignoring devs so I'm ignoring them (Obs) It will take me a LONG time to upload the export - fast to process but slow to upload. you'll need about 350G
  10. By this I mean the base sounds used in the game for the PC I'm working on a personal mod project, y'see - this puts as much of you in the middle of the game as possible - portraits are easy but voice appears harder A personal mod I define as you (the player)
  11. I simply wanna point out that it's been five weeks since we've had a DevStream There's one tonight (11th Oct 2018) but it's read only I wanna compare your DevCasts to BeamDog (NWN EE) BD do a weekly DevCast - it's usually boring but at least they do it and is highly active, they give away Ts and react to Devs (I am fully aware that you react here as well - just not as well) Would it REALLY hurt to do a weekly at 10AM PST? I'm positive EVERYONE wants it. It don't matter if you've got nothing new to say (try the BD casts - never have anything to tell us) It matters to us if two of you can do a cast so we can adapt to questions our peers ask and build on them
  12. Cool I'm trying to sort out what is current - at least I have a clue how to process these now Is this anywhere in /exported?
  13. OK - we get exported first and override last With lax* is there an order? I notice SOME things override others in lax* but as there are many lax* directories it is possible that one override overrides another unless there is a specific order to lax* Can you please clarify? How's this work? Alpha / date?
  14. Confirmed laxf_exported/design/gamedata/laxf_items.gamedatabundle
  15. Oops - missed the delete + reload Still broken via cache
  16. Oops - missed the delete + reload Still broken via cache
  17. https://forums.obsidian.net/topic/105756-bmac-savegame-issues-again/?p=2097454 Yipee - the test above now works in 3.0.1! The reallybad.zip still don't work but this test does, definite progress!
  18. Yipee - the test above now works in 3.0.1! The reallybad.zip still don't work but this test does, definite progress!
  19. When you say saves now work as expected does this include old saves? I'll run thru by works and breaks mod again to verify this
  20. The onhovered result DEPENDS in the level file, I've established this in another thread and by comments from BMac OnHovered returns the ID of the in-game object, everything in ANY exported is an alias If you ain't got the expansion by definition you ain't got the level file so the object CANT be in scene
  21. From my examination of the game this is all controlled by level* There are at least two IDs for all objects in *.gamedatabundle There's a Unity ID in level???? and the gamedatabundle one which is an alias for the Unity ID that is presumably translated into the Unity object The important thing to note here is that the IDs in the JSON are a small subset of all the IDs For example, in the tute @BMac point out, if you scroll down a bit you'll see several fully worked examples with source I wrote This uses the boar on the starting beach as an example. The ID of the boar is a Unity object - there is nothing in the JSON that targets that specific boar - there's a generalised boar and it's lootlist but they won't change a specific boar. There are add and remove lootlist calls in 3.0 that allow us to change what something contains To your SPECIFIC issue the ID appears only in level 339 Where's that specific chest? I'll go play with it...
  22. As far as we know only DEBUG_NAME and ID are important unless you're doing a complete override Change them both and give it to a vendor There are several tutorials on how to do this and they're all sticky For translation + writing services see my Sig - we now have someone who can write superb text and a load of other members who can translate into EVERY language (apart from Spanish - not got one of those yet) Ask any member of the group and they'll point you to one person (not me)
  23. It's defo a cache issue and I can now replicate it 1) DONT have The Pantry Mod installed 2) Start a new game - skip as much as possible (I end up as a solo in PM standing next to the FishMonger) 3) See her shop + save 4) Quit to desktop 5) Install The Pantry 6) Reload the save, see her shop again + save again 7) Delete the Mod 8] Load the last save - we still have non-existent IDs owing to the deleted mod but we get the cached pantry This can ONLY happen if the savegame stores the Mod data Looking at it the other way if I have a 1.1 savegame (you could actually rebuild these) the savegame load won't function with the Mod as it don't know the IDs Cool Quality Testing, Obsidian... We've been telling you this for MONTHS!
  24. From what I can glean without being able to rebuild savegames anymore is that they are additive At SOME point in the load (try my sample Mod) here's what I imagine happens 1) Load game 2) Load exported 3) Load save 4) Load Mods 3 + 4 may be the other way around - don't really matter So, if you take the ID of a new savegame it will NOT load correctly If you load an old save and run thru the same process you'll find that fishmonger don't work This is likely owing to the fact that the ID caa07f0e-ca8c-46c2-bf2c-fffd3c4cb24b don't exist in the Mod Load and similarly can't trigger aadf5658-6d81-4623-9fd5-cc73b84d9225 (ModHookScript) I'm still working on bug-finding this one - this is initial research
  25. I'm moving with some of my mod-mates Not gonna mention the game I get a server and complete control - WHY wouldn't I want that? Cant have it in POE2 Going for the other + letting @tt1 off Not bothered I created a useful crowd of people - that was the task!
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