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peardox

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Everything posted by peardox

  1. Yeah - we have your Req If you check https://poe.peardox.com/ you'll find the current status of your ModReq Three members of our group are actively working on filling these reqs (I'm working on the website) The decision to take on a ModReq is COMPLETELY at the member's choice We apologise if you've requested a Mod already and had no reply - PM myself if that's a problem so I can investigate the issues As you'll clearly see from our site we get asked for MANY more mods than we can reasonably do in a short time We do our best while also developing our own original concepts
  2. Some of our members have specifically excluded Steam Workshop in their T+Cs owing to concerns over retaining control of their work Some of our members are also VERY anti-commercialism We take their feelings very seriously While we may suggest things if our team votes an idea down it never gets looked at again Individual members are welcome to release wherever they like (usually Nexus) The whole point of our group is supporting the membership. We work together, helping each other out - for example Extended UI - read the credit list... Almost everyone in there is in our group! We have members who will never release their own Mods, they just wanna help out with translations (which actually means that our group provides better native translations than Obsidian do!) - the only languages we don't have covered yet are Spanish and French (Korean + Chinese - no problem) We, as a community, believe that helping each other is good for the modding community Personally I'm writing support websites (not written a Mod in MONTHS!) So, If you wanna join us simply visit our Invite page If you require a Mod you think is a cool idea then visit our Mod Request page
  3. Wait til 2.1.0 releases - I know this is a fairly useless suggestion It's been noticed by our members (Slack - you're a member) that the beta has issues I use the main branch almost always as switching branches takes considerable time We DO know there are changes in structure so I'm guessing that's the issue It's bloody annoying when they make releases not backwards compatible but it appears that the beta has hit you
  4. I've now processed every single ID The issue noted above only occurs in lax2_audio.gamedatabundle and they overwrite with the SAME DATA so this is not something to concern yourself about (they added some white space here and there) As part of this exploration I've also identified EVERYTHING that ONLY occurs in Beast Of Winter - I have identified EVERY ID that is ONLY in BOW - this list is, however, rather long There are 24,930 IDs in base while there are 1,104 that appear ONLY in BOW (oops - forgot to do Decks) As has been pointed out in our Slack group if someone don't have the expansions your Mod is gonna fail I have yet to analyse the data (just finished the analysis)
  5. OK this is gonna take more work The FIRST clash I see occur is with ID : aa525891-6ea9-4f8d-a6e4-377d2dd20906 DebugName : cre_scourge This occurs in Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/lax2_exported/design/gamedata/lax2_audio.gamedatabundle I need to gather all the overrides together as I find OBS overriding stringtable with the same stringtable That run took about 45 mins on el crappo server so once I've run some tests I'm looking at > 75 mins for a run (prob more) I can cut the testing time down in a few ways but THEN I have to manually compare the breaking stuff
  6. Only just noticed this but OBS are overriding base game IDs in Beast (they also do strings) These are things it takes me time to notice as it takes me AGES to process all the data (running this stuff on a really old laptop configured as a Linux server) This one is gonna take me a while to sort out... I only have one candidate to look at ATM but wanna see if Beast changes the game in some subtle way Full report when I work it out - manual compare required on the clashing IDs I'm working on LootList clashes BTW
  7. I'm working on ModClash ATM so discovered the following today Contrary to popular belief DebugName is NOT unique most interest For example Wild_Mind_Melee aa320ce2-ea32-47e1-885e-86c3e9eff3fa b84d1157-19fd-453a-8563-1cc25e414830 Those are both in attacks,gamedatabundle - diffo IDs bit the same DebugName There are a total of around 420 duplicated DebugName entries (2 to 4 times each) - i.e. maybe 1,500 dupes in total (420 x 3-ish) It should be noted that the DebugNames that are duplicated are low level attaches, this don't happen with Items or Lootlists so should be fairly harmless (I did notice a WorldMap dupe or two though) Dupes are only going to really involve the consoles as everything in-game uses ID and they ARE unique There are 209 datatypes and 267 componenttypes in 2.0.1 - not gonna bother with an exhaustive search. As Wild_Mind_Melee occurs at the start of my run I imagine that there are many similar clashes withing a datatype - not so bad in a componenttype
  8. 2.0.1 Never blindly follow the docs https://eternity.obsidian.net/game-data-formats/concepts First off BOW has another or those supposedly fixed badly formatted *.gamedatabundle files It's this one lax2_exported/design/gamedata/lax2_progressiontables.gamedatabundle Secondly the docs say... GameDataComponent Name /type Description /example $type The type of the object. string "Game.GameData.*Component, Assembly-CSharp" Game.GameData.WoundsTraitAbilityCompoent, Assembly-CSharp Game.GameData.AmbientMusicDynamicStates, Assembly-CSharp Game.GameData.AmbientMusicCustomDynamicStates, Assembly-CSharp Game.GameData.ButtonAudioEventList, Assembly-CSharp Game.GameData.SliderAudioEventList, Assembly-CSharp Game.GameData.AnchorPointAttachmentListDataType, Assembly-CSharp Game.GameData.ShipHostilityManager, Assembly-CSharp Game.GameData.DLCScriptData, Assembly-CSharp Game.GameData.WorldMapSettings, Assembly-CSharp Game.GameData.ShipDuelSettings, Assembly-CSharp Game.GameData.LoadingScreenList, Assembly-CSharp Game.GameData.RecipeCategory, Assembly-CSharp Game.GameData.ShipCrewJob, Assembly-CSharp
  9. Dumb little scriptable something similar to javascript alert() Not for production use of course, simply to check in dev that something has been actioned
  10. OK, I run on minimal mods all the time and in 2.1.0.beta I can't get it to fail SOME Mods are, these days, screwed The only way to diagnose this issue is override + poss savegame I just tried every broken mod I know - no issues
  11. Come to think of it can you give me the a link to Nexus for the mod? The ideal solution is to ZIP up you entire override directory and send it to me - I rebuild override all the time... Sometimes a savegame is also required
  12. I never like using the beta This time - maybe when I hit the sack I can check every single stringtable with ease and compare them (take hours)
  13. Today I STARTED on Mod Clashes This will take a few more days but I've gone thru EVERY Mod on Nexus and processed the stringtables I spotted one (completely by accident) where some of my friends share stringtables (it's called a false positive) This process shows me every single String ID used - some friends want assignment of space The stuff also WILL (not for a bit) handle GUIDs and convos as well IF you put a manifest.json in your Mod it also picks up the author (about 50 out of 150 comply ATM)
  14. @BMac I wanna clarify an issue With the adding to a lootlist feature in 2.1.0 can we replace the lootlist with an add? This, will, hopefully realise a long-term issue with savegames Myself + my friends would LOVE this work-around If you can supply me with a sample lootlist and how to change it to an AddToLootList sorta structure I can automate all of this for our members on poe.peardox.com I have several broken savegame files I can test on supplied by members of our group to verify the fix works Basically I'd test by removing the lootlist then replacing it with the new structure that I presume will always work
  15. Well, you're missing everything other than EN on Beast Our group (now run by @tonpix) We're missing native French and Spanish but have every other language covered If @BMac gives us the new stringtable files for upcoming releases we can do 'de', 'it', 'pl', 'pt', 'ru', 'zh'
  16. Read my sig - this lays it out properly We have over 30 members now We advise and educate newbies Simply pop over to https://poe.peardox.com/invite and fill in the form We'll get back to you ASAP We will, typically, invite you into a private channel (#greenroom) @tonpix usually turns up the lights at this point He loved this trick... If myself or @kilay and online we take you thru the basics @tonpix is also rather good on this aspect (he has a weird sense of humour) We then kick you out of #greenroom - it's our introduction channel where we quiz you + you quiz us You're then 'in the wild' meaning that you're on your own (but not) Talk to any member and they will happily help you Our ethos is helping each other Dunno who you'll make friends with but this defo happens Personally I aid and am aided by some of the most prolific Mod Devs you will find We all have our strengths so if it be art, translation or code tips - we're here for you
  17. Can we hack savegames again ASAP @BMac This is REALLY important We WERE able to unzip the savegames then stick them back together (BluTack included) As we have a SEVERE caching issue that breaks MODs we need to explore what's happening In v 1.2.2 I could take a save - extract it, rebuilt it and fix the broken version I imagine someone noticed my comments on this subject as I can n longer to this We NEED this ability while you have broken saves ONE of us will prob be able to fix the cache issue (most likely me) We also wanna do clash fixing, that's pretty easy really
  18. This links to a similar issue - think it was @kilay had Please bear in mind I'm going on what I KNOW, no guesses or theorising in this one @Kilay tried creating a new subclass - it completely screwed up As I remember @BMac says he's gonna look into this This is what's happening here - it's exactly the same if you look at the game from a REALLY high level (a GUID does something) There are exceptions to this - SOME things are moddable (I'll give you an example in a moment) The BIG hassle is that there are around 60k GUIDs in the game but only (numbers Simon...) about 12k in exported (think that's right) What OBS expose are called ALIASES to the in-game GUIDs So - any GUID you get ain't actually in the game - it's translated to an in-game GUID @BMac - think I'm right on this one This makes it NP-Hard to link them up (maths) - ignore this comment if you don't understand what np-hard is Going back above @BMac has told me how to create a complete new translation - I'm defo gonna have to try this out Anyone fancy Klingon as a language option? I can automate translation if Google Translate speaks Klingon So, there are supported things and unsupported things I CAN (Google willing) create a Klingon pack but ATM I can't subclass or create a new WeaponType 2.1.0 hopefully gives us more options
  19. Hello thanks for the flame + troll Anyway, to answer this question properly Everything is based on random numbers Obsidian decided to make it fairly impossible to create a REALLY bad character Still everything uses dice rolls I'd go into this further but Boeroar punked me a few days ago Feel free to down-vote bloke
  20. See my sig dude! We have many highly rated Modders in our group (31 of us at the time of writing) https://poe.peardox.com/invite It's late so forgive us if we don't reply tonight We all live in diffo tmezones - in mine it's go to sleep Simon time
  21. Well - this is a disappointment No comments? I was sure someone would throw in on the Prefabs I'll write it blind then
  22. Read the above post @armakoir wrote your ranger We DON'T READ THIS THREAD (I update it once in a while) All mod requests MUST come through our website - https://poe.peardox.com/modreq Simply fill in the form and if we can do it we'll get around to it The form is there for a reason - we NEVER miss a request and EVERY one is given consideration The form is part of a group chain of events that let us order our work You submit, we discuss. If someone really likes your idea then they grab it and you're assigned a Mod developer At this point the Mod Dev will usually PM you so clarify you request We had one today that completely skipped this step and immediately hit completed as a new member was already working on something very similar to a Request so he patched it in and released it If you check https://poe.peardox.com/modlist you can see what we're doing. Our members get a different version of the site that allow us to edit the information, make notes, create links and apply credits (we get asked for a pre-existing Mod once in a while but always credit the original author) The ModReq form is vital for tracking what we do I explain this and the next post is a ModReq from someone who's already used our service God - I'm defo sticking a Patreon on this one soon. It'd be cool if our team get a Xmas prezzie for their hard work When I do the Patreon - there is no preferential treatment, I just wanna make that clear. We either do or don't and its entirely up to us...
  23. The cross-post is https://forums.obsidian.net/topic/104763-need-a-mod-just-ask-us If anyone wants to know That one's far more read and quite bitchy in places - it's in spoiler-free space hence the cross post I can write stuff here I can't write there
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