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peardox

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Posts 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

    • Like 1
  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. 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 :)

  7. /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

  8. 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

     

     

  9. 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...

    • Like 1
  10. 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)

  11. 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!

  12. 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

     

     

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