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peardox

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Everything posted by peardox

  1. I like the RemoveAllItems Will this work with PC (Player Character)? Do I use the b1ade ID? It provides an interesting idea for swapping out Sets
  2. Once upon a time I could diagnose this myself but then you made saves key checked (or something like it) I can no longer extract a save - mess with it - rebuild it I will ATTEMPT a fail + pass in the AM - not sure this will work, but I'll give it a go Hell - this is why you employ testers
  3. I'm STARTING an exploration into adding new quests Not positive this will work as may need questdata.gamebundledata and it's association (happens twice) In THEORY I can create a Bounty at the minimum (this should actually he possible anyway) I have more fun in mind, depends on my explore of the quest system Some ideas I have in mind are scripting in a romance with the Queen, Guild asassinations etc Do people want to do a Tute on this kinda concept? I can't guarantee it'll work After this I'm moving to NeverWinter (hate mail) - wanted to leave you with some useful methods Funny story - I started our group but one idiot is being a complete ass... He's more important to the group than myself - SOMEONE has to leave. I have to make a group decision so I'm leaving him in and moving (unpaid - so screw this junk)
  4. I wrote a new mod yesterday that both fails and passes depending on my save I'm using ModHook to load two diffo lootlists - this was intended to be a nice thumbs up piece showing how ModHooks make LootLists invulnerable to known issues Problem is - it don't always work and I can't work out exactly what the fail criteria are (nothing in the output log) I've been trying to nail down a reason all day and it appears to stem from the save I'm using Attached are two saves and the mod 1) Clean override 2) Install the save (beforefish.zip) 3) Load Zak -> before fish + talk to FishMonger (this is implied in all tests from now on) You SHOULD only see fish but you get The Pantry even though the Mod ain't installed, notice at the bottom you DON'T get First Mod Great Sword 4) Install first_mod004.zip in override Now we get First Mod Great Sword as well (which is a bit better) Now lets try this again with the save reallybad.zip 5) Kill the mod 6) Load Mapper -> Really Bad - OK this one's fine 7) Install the mod again 8] Load Mapper -> Really Bad - Eek, this one's REALLY BAD "8)" gives me a damned emiticon - should be number eight ) beforefish.zip first_mod.004.zip reallybad.zip
  5. I'm rather upset with Obsidian (savegame issues) Still broken Spent all day writing a Tutorial I got finished about 1PM Does anyone test POE2? I welcome the new additions but ModScriptHook is broken I can provide savegames that prove this to be true Some Q+A team Pissed off that they re-introduce an issue we were informed they fixed with ModScriptHook (works but is still affected)
  6. Rats I've worked out what's wrong SaveGames again... Attatched is my latest build which has First Mod and The Pantry What we're illustrating here is adding multiple lootlists to one NPC [A personal note] Yep, I write all these by myself so why do I write these as "we"? Simple answer, I'm not the only bloke(ess) involved in these Tutorials I get a HUGE amount of help from our 34 member Slack team - members translate into languages the Mod Author doesn't know, create art, write imaginitive text, advise and test for us I'm not a one man band - I'm a 34 member band! All we're done in this Mod is change the vendor to FishMonger in Port Maje - stuck two lootlists in one mod and added a view controller (techie crap that means what you see) - that's in lootlist.gamedatabundle If you start a new game you get the mod If you talk to FishMonger - tough I hoped to make this one positive but sadly ModScriptHook appears to hit cache I HOPE that in 2.1.1 SaveGames simply ignore and ModScriptHook (@BMac) This is a fully functioning Mod but I feel little requirement to explain it (there's one UUID change) This is a full copy of The Pantry (so remove it if you have it installed) with a changed First Sword first_mod.004.zip
  7. I apologise Midnight Sunday and I'm having issues with GenerateLootListInto My intention was to show you this new technique It works but I'm gonna have to do a ground-buildup to get this one working first
  8. Yeah - it sucks and going on our poll in team 43% of our group can't do Steam Workshop This hurts both Steam and OBS so (as per my group post) I'm attempting to work a solution out Note that this may never be resolved It'll at least need to go thru internal politics with both Steam + OBS I simply hope we get some resolution to this sooner rather than later Steam Workshop is full of one ModDevs replicated Mods and many of us can't even upload to Steam I have legal recourse in the UK but I don't wanna use it - I fix it for all of us (our group) or nobody Stuck this on BMac (sorry my friend - I need someone to contact to pass it on to marketing / sales etc)
  9. Nope it's a LootList mod I've got a Quest addition in mind - these are theoretically fairly easy now but I've got to do some research first. This is why I asked the OnDeath question. Basically creating quests is now fairly easy as they let us set globalvariables (we requested this for something else actually) Bounties are also easy using a LootList - Assassin is basically a test of this ability. I've got more research to do on this stuff
  10. Well - this one's tanking! I'll have to hit the feel-good stuff again and ignore reality I guess
  11. https://www.nexusmods.com/pillarsofeternity2/mods/220/ Think DeathMatch in POE2 (kills Rep) "Dereo The Lean in the Gullet has dispatched a courier to assassinate our Queen to further his criminal empire! We don't have any idea who the assassin is, we simply know they have close to 1,000,000 cp they are carrying to the assassin. Your task, if you accept it, is to kill the courier and get a LOAD of cash!"
  12. This is fun (caring for our team screws me doing Mods) https://www.nexusmods.com/pillarsofeternity2/mods/220/ I'll only tell OBS + the team who the target is The result of this one is inventive (really need to do more Mods) Check the mod out - it's not perfect but defo works @BMac - the OnDeath - can't trigger it, big plans for that one...
  13. I need a statuseffect for ondeath ... I went with an Assassin Mod (just finished it) Gave some random NPC about 1 million cash to carry (slightly under) I need the statuseffect to show the Modal I guess Can you poss gimme a sample of a death triggering a statuseffect? Lack of dox makes working it out by yourself stressful. On the bright side - I've got a functional Mod that gives you a load of cash The mod is designed to be dark - not telling anyone who has the cash, simply that they have a LOT Deathmatch + loads of rep loss - will be great fun for ppl who have completed the game Couldn't have done it without the Mod Hooks (thx for those)
  14. Cool Been experimenting... I kill a friendly and trigger a LootList This is part of a DeathMatch concept I have - we have no multi-player so I wanted to do something similar Now... The reward - gotta be a good one I was thinking of skipping you straight to endgame - nahh - lets make that one harder I'll do a shed load of coin for it - works for now I've mentioned this in a sticky thread - it's a fun idea Only I know who to kill - everyone else has to go mass-kill everyone in Queen's Berth I'll try it out now (had to switch the "Not")
  15. Finally got around to uploading the new prettified JSon for 2.1.0 https://poe2.peardox.com/exported/ Had it for a few days (did it immediately cos it takes all of a minute once I get the game directory to my local server)
  16. Hi my friend - been meaning to look into this for a few days now Not fixed I'm running fairly sparse Errors in my output.log ERROR: Duplicate glossary entry 'Glamfellen' in entries 'glossaryentry_Glamfellen' and 'GlossaryEntry_Cultures_Glamfellen_Subcat'. ERROR: Could not load effect 'data/audio/ch/abl/sfx_abl_dru_wall_of_thorns.prefab' (referenced by 'Wall_of_Thorns_Wall'). ERROR: Could not load effect 'data/audio/ch/abl/sfx_abl_dru_wall_of_thorns.prefab' (referenced by 'Wall_of_Thorns_Wall'). ERROR: Could not load effect 'data/audio/ch/abl/sfx_abl_dru_wall_of_thorns.prefab' (referenced by 'Wall_of_Thorns_Wall'). Glamfellen is, I doubt, broken in any stringtable which leaves us design and ingame Hang on - grepping it (takes ages - copies game to Linux box for this kinda search) Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/lax2_exported/design/gamedata/lax2_gui.gamedatabundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/gui.gamedatabundle The first report I have of this is 2018-08-07_215316/output_log.txt (about 10PM on 7th August) Theoretically lax2 overrides base which we can override in mod There are loads of stringtable references (a serious number) Analytically something is wrong ingame
  17. Rats - another month with no more new updates (soz) Concentrating on 2.1.0 Will do another Tutorial over the w/e to show you a summon (this will be cool) PROMISE this time (very busy)
  18. You mean something like this would work? Junk ID in sample OBS will hate this Mod Kill a random person in Neketaka and something happens Snippet... "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsInActiveScene(Guid)", "Parameters": [ "00000000-0000-0000-0000-000000000000" ] }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsDead(Guid)", "Parameters": [ "00000000-0000-0000-0000-000000000000" ] }, "Not": false, "Operator": 0 } ] },
  19. This is gonna work! I hope... I've done a drop on <someone in QB> God - I'm gonna be writing this for days! What would you like the end result to be?
  20. Anyway I can do this? When a SPECIFIC NPC dies (as per printInstance oei_hovered) I wanna trigger a Teleport
  21. Thought I'd take this one stage further now we're live on 2.1.0 The save (random_guy.zip) is some - err - random guy walking around Port Maje The Mod is the other one - simply changed the lootlist.gamedatabundle to target him (TWICE) rather than the pig To test this one out make sure you've got no other sample mods in this series installed and install this one (ID clash otherwise - being lazy) Load Modder -> Random Guy and pause straight away! You want the friendly guy who's walking North under the trees - switch to attack mode (Sword in the UI) and kill the poor guy (bad rep for this) - he now drops the piggy loot! I then wen't on a killing frenzy in PM (actually only killed one other) and that one didn't have piggy loot. The DebugName on random_guy ended in _Clone - I'm not gonna slaughter the entire town to find out, this was just a diversion as I wanna wait til after DevStream for anything new Rationally every single character will have a different ID - otherwise the clones would do stuff at the same time This technique is, however, extremely flexible You can create a really cool item and 'hide' it on someone You simply need to printInstance oei_hovered the poor sap and you've got his / her UUID in ClipBoard ready to paste into lootlist.gamedatabundle I feel a Quest coming on "Someone in Queens landing has the most powerful <insert item> in the world, kill them and it's yours" So you have to go slaughter Queens Landing simply to find out who has is This changes the game in ways the Devs never saw coming Never give a loaded gun to a ... ModDev random_guy.zip pdx-unique-items-additem-random-guy.zip
  22. One big thing for Modders is that we can now safely add items to just about anything (I've even done it on the Wild Boar on the Beach at the start) One issue we've had until now is that savegames cache the contents of the Vendor so if you've already visited someone and seen their Store then a Mod will fail - we now can make sure this always works! The actual fix is very easy to implement... This does require updating Mods to use the 2.1.0 GenerateLootListInto stuff our group's (see my Sig) been asking for for ages If you're a Modder I've written detailed examples in the Modding (Spoilers) sub-forum - it's in one of the stickies
  23. Why don't they post these in Announce or some target forum? I usually hear about these things in our Slack group (see my sig) A calendar or something would be handy with the content described. I sorta imagine they're pushing Steam tonight... There have been many updates on a Modding level - not sure which Qs to ask til it starts?
  24. This is the output of a little command line utility I wrote for our Slack group Below I'm checking Chinese (zh) The way this works is finding all non-blank strings in English and checking whether they're blank in a target language A funny (ha ha) one is "<b>Seeker, Slayer, Survivor</b> has been installed. You will automatically begin the first quest of this adventure when the Steward contacts you after you have progressed far enough through Pillars of Eternity II: Deadfire to access Kazuwari." Hopefully OBS will have the stringtables fixed for SSS unlike BOW (lots of missing strings on release for non-EN translations) Missing translations for zh Missing 2 in abilities 1818 = *unresolved special ID* 2327 = [Debug] No Recovery Missing 4 in characters 1687 = Creath 1688 = Tylla 1711 = [TEMP] Moon Spider Pet 1715 = Doru Missing 7 in gui 5015 = [Temp] God Challenge 5016 = [Temp] God Challenge Description 5018 = <b>Seeker, Slayer, Survivor</b> has been installed. You will automatically begin the first quest of this adventure when the Steward contacts you after you have progressed far enough through Pillars of Eternity II: Deadfire to access Kazuwari. 5031 = Seeker, Slayer, Survivor - Installed 5032 = Seeker, Slayer, Survivor - Not Installed 5035 = Recruit {0}? 5036 = Without Equipment Missing 1 in interactables 702 = A hazard Missing 8 in items 748 = *TEMP* - Do not put this in inventory; it is just a prefab so that NPCs can attack without holding weapons. 4861 = This necklace is the yield of combining a pair of bizarre artifacts into an elegant piece of jewelry. Though recovered worlds apart from each other, the pieces shared a common shape and aura of power. Separately, they thrummed with heat and bottled energy. Fused together, they feel somehow stronger than the sum of their parts. Distortions in the metal are likely the result of a fire. A section of the metal shows signs of a third piece missing, either melted or snapped free of its sister parts. 5528 = Mythical Adra Stone 5529 = Adra of this density and vibrancy is said to reside in the cores of only the strongest, healthiest pillars. Extraction is a delicate and specialized task, but the result is a mineral packed with so much malleable essence that it can draw new properties out of already remarkable tools. 5600 = Precise Missive 5601 = This letter has been folded into a square with clean, diligent creases. "[Player Name] walks the Deadfire carrying shards of heat-scorched metal. The significance of these items can't have escaped you, though the timing is a surprise to us all. We should grasp this opportunity. Kill [Player Name]. Do not hide your act, for we work under the auspices of law. See to it that the metal gets into Izzia's hands. She wastes her potential in Periki's Overlook. Praise the Exiled Queen." 5602 = Hastily-Written Missive 5603 = This missive is speckled with coal dust and candle wax. "These are words I never wished to write. The blackened shards have been recovered, and [Player Name] carries them - I pray out of ignorance or coincidence. We can get ahead of this if we act with haste. The Watcher may have already suffer the witch's corruption without realizing it. Let no thoughts of mercy stay your sword. Once you recover the shards, <i>under no circumstances are they to be kept together.</i> After you report in, they will be placed in separate vaults and bound in magic for as long as we endure. See too that they are kept far from Periki's Overlook. Our enemies mutter about the craftswoman Izzia as if she has an air of destiny about her. For peace and Magran's honor, may you succeed." Missing 2 in recipes 831 = Repair 836 = Repair Missing 1 in statuseffects 685 = Prone on end
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