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peardox

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Posts posted by peardox

  1. It's hard to tell exactly what's going on without knowing what you did to produce those saves, but it sounds like you had the "pantry" mod installed when you produced the "beforefish" save and then removed it?  In this case I would not expect the items to disappear from the store since the ModScriptHook has already run and generated its items into the store's inventory.  After that point it doesn't matter whether the ModScriptHook continues to exist as the items have already been generated.

     

    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 :)

  2. 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)

    • Like 2
  3. 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

  4. 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)

  5. 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

  6. 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)

  7. Is this a quest mod?  Was this hard to make and what did you have to do?  I'm curious about the limitations of the game for modding new quests.

     

    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

    • Like 1
  8. 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!"

     

    • Like 1
  9. 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)

  10. 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") 

  11. Bug: Game v2.1.0.0021 no longer allows you to add new cyclopedia entries.1

     

    It is no longer possible to add new cyclopedia entries through .gamedatabundle-files.

     

    The game wont recognize the following GameDataObjects:

     

     

    {

        "GameDataObjects": [{

            "$type": "Game.GameData.GlossaryEntryGameData, Assembly-CSharp",

            "DebugName": "GlossaryEntry_The_Wheel",

            "ID": "e0063488-d45e-4c0f-a428-ce446bbaf862",

            "Components": [{

                "$type": "Game.GameData.GlossaryEntryComponent, Assembly-CSharp",

                "TermCyclopedia": 288372001,

                "TermGui": -1,

                "DescriptionCyclopedia": 288372002,

                "DescriptionGui": -1,

                "CategoryID": "c2b238b2-c72b-4770-b847-43d18678477c",

                "ShowInJournal": "true",

                "CaseSensitive": "false",

                "AutomaticallyAddLinks": "true",

                "LinkedEntriesIDs": [],

                "ParentObjectID": "9a09068c-0b52-4a44-bb98-0119de678068"

            }]

        }]

    }

     

     

    This GlossaryEntryGameData will no longer works as intended when used in the latest beta patch (v2.1.0.0021).

     

    The game still applies the AutomaticallyAddLinks property in a correct manner and highlights the new keyword (both in the cyclopedia and in dialogue text) although you wont be able to click on the link as it doesn't lead to a cyclopedia page, nor will a tooltip pop-up when hovering the hyperlink in dialogue text.

     

    The .stringtable entries I'm trying to link to looks like this:

     

     

    <Entry>

       <ID>288372001</ID>

       <DefaultText>The Wheel</DefaultText>

       <FemaleText />

    </Entry>

    <Entry>

       <ID>288372002</ID>

       <DefaultText>Thought to be of Engwithian design, The Wheel—also known as “&lt;link="glossary://GlossaryEntry_Beraths_Wheel"&gt;Berath's Wheel&lt;/link&gt;” or the “Wheel of Life and &lt;xg&gt;Death&lt;/xg&gt;”—facilitates the process of reincarnation. Upon the death of a living creature, its soul enters the In-Between. When the In-Between grows full, souls move on to the Beyond where they wait to be redistributed into new bodies, new lives.

     

    Without the Wheel, and therefore the means of moving into the Beyond, it is speculated that the souls of all who die would &lt;i&gt;remain&lt;/i&gt; in the In-Between. The Beyond would empty, eventually ending life as we know it in Eora.

     

    It is not known, however, when the Wheel was constructed or what, if anything, came before it.</DefaultText>

       <FemaleText />

    </Entry>

     

     

    Although I don't think these entries specifically are causing the bug as I've been able to get them to load properly by referencing them from an already existing GlossaryEntryGameData by doing this:

     

     

    {

        "GameDataObjects": [{

            "$type": "Game.GameData.GlossaryEntryGameData, Assembly-CSharp",

            "DebugName": "GlossaryEntry_Beraths_Wheel",

            "ID": "6b1a6b57-477a-425f-b419-fb1bf57e0b2f",

            "Components": [{

                "$type": "Game.GameData.GlossaryEntryComponent, Assembly-CSharp",

                "TermCyclopedia": 288372001,

                "TermGui": -1,

                "DescriptionCyclopedia": 288372002,

                "DescriptionGui": -1,

                "CategoryID": "c2b238b2-c72b-4770-b847-43d18678477c",

                "ShowInJournal": "true",

                "CaseSensitive": "false",

                "AutomaticallyAddLinks": "true",

                "LinkedEntriesIDs": ["6b1a6b57-477a-425f-b419-fb1bf57e0b2f", "68661c8d-52fa-4d8a-a722-0119e7403484", "30dd45b1-97e5-4d29-8a20-734a96df1feb"],

                "ParentObjectID": "9a09068c-0b52-4a44-bb98-0119de678068"

            }]

        }]

    }

     

     

    I used the already existing GlossaryEntry_Beraths_Wheel to link to my new stringtable entries and it worked flawlessly. In other words: this issue seems to be isolated to new GameDataObjects and doesn't seem to affect already existing ones.

     

    What I've done to try and isolate the bug:

    • I double checked to see if the game uses either the DebugName or the UUID anywhere else in the game files (they're not).
    • I've tried running the game with a completely cleaned out "override" folder to see if the issue stems from any other mod (it doesn't).
    • I've gone through the output.txt log to try and narrow things down further but haven't seen any errors that might be causing this bug.

      Although I should mention that the game doesn't like using the same entry name twice as I get this error in the output log:

      ERROR: Duplicate glossary entry 'Glamfellen' in entries 'glossaryentry_Glamfellen' and 'GlossaryEntry_Cultures_Glamfellen_Subcat'.

      Unfortunately fixing that error (caused by using the TermCyclopedia ID 1050 twice) did not resolve this issue.

    I'm not sure what else I can be doing at this point except forwarding my findings to you BMac and the rest of the development team with the hope that this will be resolved before the patch goes live.

     

    Only thing that springs to mind is that it might be caused by the following feature added in the patch:

    • Mod data that doesn't affect gameplay (atlases, portraits, strings, images) will be loaded when playing God Challenges

    Maybe the game, somehow, thinks that I am playing with God Challanges turned on (I'm not) and thus wont load new GameDataObjects?

     

    ---

     

    All in all, awesome work on the new patch–really digging the new Enchantment UI and the ability to see your skill tree outside of leveling up, very nice additions to the game for sure!

     

    Kind regards,

    S.

     

    ---

     

    Update on my situation:

     

    I've managed to get the game to load the gamedatabundles but there doesn't seem to be anything in particular that makes them load. I've been trying to have a look at the output.txt log to try and figure out if there is something going on behind the scenes that I can fix but I haven't been able to see anything of note so far.

     

    I will attach the output logs to this post in the hopes that they will make more sense to someone else.

     

    output_log_020918.txt – Couldn't get any gamedatabundles to load in session.

    output_log_020918_v2.txt – I was able to get the mods to load properly only on the last save game I loaded.

    output_log_020918_v3.txt – I started a completely new game to eliminate the possibility that my old save was causing the problem but the gamedatabundle files didn't load during this session either.

     

    --

     

    Update #2:

    For anyone reading this post (but skipping what BMac says just down below) this is a known issue that OBS is fixing before 2.1 goes live!

     

    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

    • Like 1
  12. 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
    		}
    		
    	]
    },
    
    
  13. 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

    • Like 1
  14. 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

  15. 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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