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peardox

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Everything posted by peardox

  1. I can only speak about the things I know for fact (unlike the other thread) so here I'll lay it out for you. I'm building a MySQL DB via reverse engineering everything in exports with the aim to make a guidebook app for web / mobiles. This results in me being REQUIRED to understand the structure of every file, I don't find some random string that appears to work, I have to prove it to myself first (hard work) Much of what I'm doing has a specific aim but I often come across things I park in the back of my brain until required which why I was able to answer you in 10 mins (OK - it was a fail but I had the knowledge) I've got a copy of Pillars on my Linux box (just the exports dir) to automatically process everything and so I can fix the screwed up JSON Did you know that you can link directly from a QuestGiver to the Quest? That's my next goal (that one's actually fairly easy) I've got to re-writ the monster file tomoz though - stupid social media "Wahh - it's not hard enough, Simon, can you make it harder for me?" Sheesh (I wanna do creatures anyway) If you can do MySQL I'll happily share clean data
  2. My only suggestion here is to script it bit looking thru that lot there's no script. Possibly - and I'm guessing here - you could attach a script to the item(s) as I know (but ain't explored scripting yet) that items have scripting to check if it's a two-handed and skip the first one with a zero ID for the first and a resolve hit via a global if you want accumulated damage. That's my best guess unless BMac steps in and sets us right. Soz dude - I'm working on a completely diffo part of modding tomoz so thought I'd stick my best (uneducated for items) ideas in. I will get to items + scripting next week so hopefully I'll have better help then if you're still stuck on this one
  3. When sailing you're going to get randomly interrupted by the crew with stupid request involving... 1) Fish (x3) 2) Superstition 3) A Dart's Game 4) Sex This MOD removes these six Crew events that have no place in the game After installing this MOD and (optionally) No Storms you're free to run around the Deadfire without any stupid things getting between yourself and your destination. This mod has been extensively bug tested and appears good - we ran around the world three times on four occasions making sure it did what we desired it to. Please note that this MOD only removes the REALLY annoying crew events you'll be sick of by now Plain Sailing leaves in the other crew events such as mutiny + murder (plus a few you may not guess) There are a total of 15 crew events but these 4 (six) are just plain annoying, the rest make sense. This MOD is available HERE
  4. The point is that the exports should be "proper" JSON Personally, Notepad++ gives me very quick fixes now I know what's wrong. I've got a PHP script that identifies the bad ones on my Linux server which I fix via a share The Syntax ones are the worst. When I started debugging exported I had to do manual binary discovery (cut half the possible offending lines out til you get something that works then work on half the ones I cut) VERY time consuming... Now I'm aware of the issues the next update will be easier to process
  5. While BMac is completely correct I've looked at a load of MODs and it appears most of us on NexusMods are replicating the original structure. Of course, both will work but for making things easy for our fellow MOD developers to understand how a MOD is put together I feel it beneficial if we stick to the original structure. This approach, whilst COMPLETELY un-required makes it easier for the community to understand how someone else's MOD works. I got into MOD development as a side project to another POE2 I have going on (mapping the DB) and today released my first 'No Storms' My reasoning for this rationale is that while we pick things up quickly others may get confused given conflicting info. If everything is strictly placed there is no chance of mis-understanding for newbs (like me) I could have placed my MOD in a dir and forgot about it, I decoded to follow structure It's OK saying a *bundle can go anywhere but stringtables etc have to replicate structure but that will confuse the novice MODder Simply lie and say EVERYTHING has to be where it's meant to be! This will produce better newbs and understandable structure for the community I see zero problems with my concept
  6. OK - here you go - every event in statuseffects "EventValue": "None", "EventValue": "OnActivateAttack", "EventValue": "OnAllyKO", "EventValue": "OnApply", "EventValue": "OnAttacked", "EventValue": "OnBeforeAttackRollCalculated", "EventValue": "OnClear", "EventValue": "OnCriticallyHit", "EventValue": "OnDamaged", "EventValue": "OnDealsDamage", "EventValue": "OnEngagedByOther", "EventValue": "OnEngageOther", "EventValue": "OnEngageOtherBroken", "EventValue": "OnHealthPercentBelow", "EventValue": "OnHitOrCriticallyHit", "EventValue": "OnHostileEffectExpired", "EventValue": "OnInterval", "EventValue": "OnLaunchesAttack", "EventValue": "OnMissed", "EventValue": "OnPostAttackRollCalculated", "EventValue": "OnPrimaryAttackHit", "EventValue": "OnRest", "EventValue": "OnScoringCriticalHit", "EventValue": "OnScoringGrazeHitOrCriticalHit", "EventValue": "OnScoringHitOrCriticalHit", "EventValue": "OnScoringKill", "EventValue": "OnSecondaryAttackHit", "EventValue": "OnUnconscious", "EventValue": "OnWeaponChange", "EventValue": "OnWoundAdded", "EventValue": "StartsAttackingSameTargetAsAlly",
  7. I see this issue too for when I get around to creating Vendor mods. We need some way to 'own' a vendor or OBS have to allow some merging of vendor mods There are a lot of stringtable issues as well One thing that occurs to me is that it appears (not checked cos not got to vendors yet) that you could make a non-vendor a vendor opening up thousands of potential vendors - simply thinking out loud here - dunno if it'd work
  8. Looking at Nemnok.. "BaseClassLevel": 20 - I presume this means he's a lvl 20 The more confusing ones are the basestats "BaseMight": 22, "BaseConstitution": 14, "BaseDexterity": 14, "BasePerception": 17, "BaseIntellect": 10, "BaseResolve": 20, BaseMight is > 20, is there any limit to what number I can assign as BaseMight for example? Can I give it 44, 88, 176? Going back to his BaseClassLevel - can I make him a 40, 80, 160? I'm not thinking of going to extreme - maybe 1.5x for some playtesters Simply wandering what the limits are
  9. New MOD to disable storm events I hate that there's no menu option to disable these random sea events (going to do those annoying fish, sex etc ones next as they're just an annoying an repetitive) Sailing very long distances takes a while so I usually do something else when this is going on only to find I'm in some random sea event I wanna skip and continue to my destination (WHY did they put these annoying events in such and otherwise superb game?) No Storms disables the annoying Storm encounters while at sea, you can now just sail straight through any storm. As storms move randomly around the Deadfire Archipelago. Sailing form point A to point B while not paying attention to the game can result in a potentially game ending or very expensive event. There's even a storm that never moves at an island at 37'19 S, 54'5 E that you have to sail through in order to land. Once there you can get to a shipwreck with some good loot. No Storms lets you land without any problems - just sail straight through the storm. No Storms is available here
  10. I'm parsing the gamedatabundle files in PHP In v1.1.0 there are six badly formatted files in gamedata... // $file = 'exported/design/gamedata/ai.gamedatabundle'; // CTL // $file = 'exported/design/gamedata/audio.gamedatabundle'; // CTL // $file = 'exported/design/gamedata/global.gamedatabundle'; // CTL // $file = 'exported/design/gamedata/items.gamedatabundle'; // Syntax // $file = 'exported/design/gamedata/progressiontables.gamedatabundle'; // CTL // $file = 'exported/design/gamedata/statuseffects.gamedatabundle'; // Syntax 1) At the end of a line CTL means there's a return char inside a double quoted string e.g. in audio.gamedatabundle there's a line that looks like this "AnimationEvent": "1h_punch " There's an 0x0A after 1h_punch, I believe this MAY occur at the start of a string as well (not going thru them all again) 2) At the end of a line Syntax means it's a '[. "Key": "Value"' as explained by @ydaraishy One last concern is that progressiontables.gamedatabundle has some keys padded by spaces (it's the only one) the first occurrence being... { "Note": "Fire Breath ", " Category ": " General ", " UnlockStyle ": " AutoGrant ", " ActivationObject ": " Self ", " AddAbilityID ": " c7c80cae - a692 - 4237 - b266 - 536801b18e5b ", " RemoveAbilityID ": " 00000000 - 0000 - 0000 - 0000 - 000000000000 ", " Prerequisites ": { " MinimumCharacterLevel ": 1, " PowerLevelRequirement ": { " Class ": " None ", " MinimumPowerLevel ": 0 }, " RequiresAbilityID ": " 00000000 - 0000 - 0000 - 0000 - 000000000000 ", " Conditional ": { " Operator ": 0, " Components ": [] }, " VisibilityConditional ": { " Operator ": 0, " Components ": [] }, " IsMutuallyExclusiveUpgrade ": " true " } }
  11. Examining the *.gamadatabundle files the all have EF BB BF at the start followed by a load of JSON Any significance to this for MODs? Just looked this up and it signifies BOM encoding
  12. The ending is I took the Pirate affiliation, went to see Yseyr and stuck a (8+ Religion) by swapping lead to that char for the talk, thereby he LENDS me the sword. I then immediately go to the docks, get on the boat, summon Lucia Riven and swap the sword for the Fonferrus (17+ Diplomacy) Done the boat-swap several diffo ways (killed Yseyr etc so not to break oath etc) So - I've no longer got "The Defiant" Fonferrus is a Galleon while the final slide clearly shows a sloop I'd expect that if I'd gone any other faction this would be OK but as we're doing a "Pirates Of The Disney" shouldn't I be sailing away on my ghost ship in the final slide? As the Watcher of Caed Nua and the former Herald of Berath, you return to your ship and begin the long journey home. You hope for calm weather.
  13. Worth noting - not a bug... I've got a fairly decent lappy - a 3 year old Dell with 16Gb, 1Tb SSD (upgrade), i7 Quad and a Nvidia 845M CPU in Win 10 I started beta and the GPU usage APPEARS to have been shutting my lappy down after about 5 mins on the bridge On the bridge I suspect we've got a lot of physics, particles and some (2.5 / 3D) mapping going on The important thing is no notice that the beta wasn't the issue - it did POE1 without any issues The solution was to buy some of that air in a can stuff and give the lappy a good blast with it to remove all the junk inside the thing. I had some air in a can to side, thankfully as this has happened to my before so I knew the possible solution It'll be worth noting this in some FAQ somewhere as it applies to desktops as well 1) Buy can of air 2) Turn off PC - Squirt it at anything you can (GPU in desktop, any air-holes in lappy) 3) Leave well alone for 15 (tends to freeze bits if you get decent air) Just had beta running for 45 on bridge with perfect visuals in 1920x1080
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