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peardox

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Posts posted by peardox

  1. [Cross post cos some's Trolling one of our members in another forum]

     

    I've been notified of some issues with our Mod Requests system

     

    Basically people are asking for Mods in thread rather than filling out the form at https://poe.peardox.com/modreq

     

    Worse is that if we don't write a Mod that's requested in a post then some idiot always starts moaning

     

    Our group policy is that every request HAS to come in via the request form - if we don't do anything after that then feel free to moan as much as you like :)

     

    It's VERY easy for us to miss Mod requests in threads while we actively investigate every Mod submitted via the form.

     

    If you check https://poe.peardox.com/modlist you'll see how many Mods have been requested and the status of each mod

     

    Three of our members are actively working on your requests

     

    If you post in-thread then moan that nobody's doing anything - Why the hell do you have this group? Do you trust them? sorta stuff you're hurting yourself if you ever get around to requesting a Mod the proper way. 

     

     

    IF you've been bad in forums and request properly we'll most likely reject the req. There are ways to fix this, of course.

     

    Apologise by PM to the team member then submit a proper request

     

    It must be obvious that we have a LOT more requests than Modders - we've got active work underway at any time on over half a dozen requests if you check https://poe.peardox.com/modlist and quite a lot completed and published.

     

    We WILL get around to your mod request eventually

     

    We do all this stuff for free, nobody makes any cash out of the Mod Requests. Actually some bloke tried to offer cash to a member the other day, the member refused the cash an is writing it anyway :)

  2. I've been notified of some issues with our Mod Requests system

     

    Basically people are asking for Mods in thread rather than filling out the form at https://poe.peardox.com/modreq

     

    Worse is that if we don't write a Mod that's requested in a post then some idiot always starts moaning

     

    Our group policy is that every request HAS to come in via the request form - if we don't do anything after that then feel free to moan as much as you like :)

     

    It's VERY easy for us to miss Mod requests in threads while we actively investigate every Mod submitted via the form.

     

    If you check https://poe.peardox.com/modlist you'll see how many Mods have been requested and the status of each mod

     

    Three of our members are actively working on your requests

     

    If you post in-thread then moan that nobody's doing anything - Why the hell do you have this group? Do you trust them? sorta stuff you're hurting yourself if you ever get around to requesting a Mod the proper way.

     

     

    IF you've been bad in forums and request properly we'll most likely reject the req. There are ways to fix this, of course.

     

    Apologise by PM to the team member then submit a proper request

     

    It must be obvious that we have a LOT more requests than Modders - we've got active work underway at any time on over half a dozen requests if you check https://poe.peardox.com/modlist and quite a lot completed and published.

     

    We WILL get around to your mod request eventually

     

    We do all this stuff for free, nobody makes any cash out of the Mod Requests. Actually some bloke tried to offer cash to a member the other day, the member refused the cash an is writing it anyway :)

     

     

     

    • Like 2
  3.  

     

    @Armakoir thank you so much for the mod that enables the ranger to hide away his annoying critter-companion! You're a hero <3

     

    @peardox Regarding my requestted "AI Conditions" mod, I'm of course already usingthe "More Custom AI Conditions" mod (https://www.nexusmods.com/pillarsofeternity2/mods/88). It's really essential for setting up macros in my view. I didn't know GravitonGamer was part of your team, or I would have made the request there, if not both places. Anyway I made the request there now. Thanks for the heads up :)

     

    Your mod request is marked as on hold

     

    Legally we can't Mod someone elses Mod (lawyers)

     

    Yep - GG is part of our group - we assume he's on holiday

     

    If you re-word your req as a new one we don't break any laws (same goes for the godlike mod someone else requested)

     

    Something I have to look after is our members not being sued

     

    Actually when you browse a mod there is a tab called "permissions and credits". This particular mod allows you to do whatever you want with it, as long as you don't sell it and credit the original creator.

     

     

    Oh - thought that one was restricted (it was when I wrote the post)

     

    I'll point this out to the team

    • Like 1
  4. Today I'm starting a mapping project that will allow you to explore the linkage of any GUID

     

    To start with I'm simply doing a "This ID is a This datatype".

    This may sound boring (it is) but allows me to find e.g. all LootLists

     

    This will be extended to uses and used by links allowing you to trace what uses what and suchlike

     

    My question is what else should I record in this DB?

     

    Prefab seems like a good idea - anyone think of anything else that would be useful

     

    Note that this is a very generalised high level overlook of exported to start with so I'm not going to go into detail yet. For example WeaponType only applies to weapons so is not something that will be included at the start.

     

    Prefabs are used by loads of things so are acceptable for this level of mapping

     

    DisplayName is widely used but not really applicable as it can target one of over a dozen files

     

    I'll eventually get down to this level - just not yet

     

    This system is going to be part of my planned ID Clash system and will allow me to detect Vendor Clash etc at the least. I'm sure there will be other clash targets as well once I get my teeth into it...

     

     

    • Like 1
  5. @Armakoir thank you so much for the mod that enables the ranger to hide away his annoying critter-companion! You're a hero <3

     

    @peardox Regarding my requestted "AI Conditions" mod, I'm of course already usingthe "More Custom AI Conditions" mod (https://www.nexusmods.com/pillarsofeternity2/mods/88). It's really essential for setting up macros in my view. I didn't know GravitonGamer was part of your team, or I would have made the request there, if not both places. Anyway I made the request there now. Thanks for the heads up :)

     

    Your mod request is marked as on hold

     

    Legally we can't Mod someone elses Mod (lawyers)

     

    Yep - GG is part of our group - we assume he's on holiday

     

    If you re-word your req as a new one we don't break any laws (same goes for the godlike mod someone else requested)

     

    Something I have to look after is our members not being sued

    • Like 1
  6. I’ve been wondering if its a good idea to post this one for days

     

    Yeah, it’s quite easy to avoid Mod clash with stringtables and gamedatabundles

     

    The process is fairly simple...

     

    Load game data

    Load expansion(s)

    Load each mod checking for conflict - string or ID clash

    If a clash is found randomise a safe number to replace the bad one

     

    That’s stage 1

     

    Loot lists require a merge but we’re positive there’s no clash from stage 1

     

    Load loot list

    Merge expansion

    Merge mod

     

    Nothing is changed in the mod - this all happens internally

     

    If I get FRED as some key info twice I randomly generate HARRY and replace

     

    I’m simply dynamically adapting to solve the issue

     

    An superior method is to namespace Mods then both versions co-exist

     

    It HAS to be noted that we can’t do any of these things

     

    This is a list of observations for BMac

     

    I’m gonna start clash detection next week

  7. IT has generally been trending for it to be out every 2 weeks

     

    Expect it to be in BETA by Early next week and full release at the end of the week

     

    Im pretty confident this will happen

     

    I'm being hypothetical and assuming some missed tagets

     

    No DevStream this week points to a good release with an apology

     

    The DevMap states end of month (very soon)

     

    I imagine they wanna do a DevStream this Thursday

     

    I'm GUESSING a release on 26 / 27 / 28 going on previous (don't quote me)

     

    We've had a Sunday release before

  8. @Bmac

     

    Can you give us an ETA of 2.1.0?

     

    We won't hold you to the time or date - a rough date is acceptable

     

    As we all Mod we need to be on the cutting edge so we can adapt

     

    We noticed the missed devstream this week so concensus is that you're trying to stuff as much as possible we nag you for into 2.1.0

     

    Sucks being the voice of not just myself (staff reqs)

  9. "This forum is not to be used to advertise or distribute products, services or copyrighted material."

     

    We provide a service (via our group)

     

    I, personally, use copyrighted material (under license)

     

    We all advertise nexus as it's the only place to get Mods

    We distribute product (Mods)

     

    I admit to breaking every TOC in a benign way

     

    That was a few lines in!

     

    Think South Park's Apple TOC's rip - funny

    Better go see what other TOCs I've broken :)

     

    If I don't come back - blame the lawyer...
     

  10. Something @spherikal didn't mention is that we have automated the gamedatabundle translation (and stringtable)

    Here's a sample

     

    {
        "GameDataObjects": [
            {
                "$type": "Game.GameData.GlossaryEntryGameData, Assembly-CSharp",
                "DebugName": "GlossaryEntry_Abydon",
                "ID": "6cfc5d32-82ef-4297-9446-04cfcaa6df29",
                "Components": [
                    {
                        "$type": "Game.GameData.GlossaryEntryComponent, Assembly-CSharp",
                        "TermCyclopedia": 322386000,
                        "TermGui": -1,
                        "DescriptionCyclopedia": 322386001,
                        "DescriptionGui": -1,
                        "CategoryID": "7294de11-2ea6-496a-b99e-be2458de150a",
                        "ShowInJournal": "false",
                        "CaseSensitive": "false",
                        "AutomaticallyAddLinks": "true",
                        "LinkedEntriesIDs": [],
                        "ParentObjectID": "00000000-0000-0000-0000-000000000000"
                    }
                ]
            },
            {
                "$type": "Game.GameData.GlossaryEntryGameData, Assembly-CSharp",
                "DebugName": "GlossaryEntry_Abydon_CyclopediaEntry",
                "ID": "b7c58117-5ed2-41e4-afbf-6c94f1540369",
                "Components": [
                    {
                        "$type": "Game.GameData.GlossaryEntryComponent, Assembly-CSharp",
                        "TermCyclopedia": 322386002,
                        "TermGui": -1,
                        "DescriptionCyclopedia": 322386003,
                        "DescriptionGui": -1,
                        "CategoryID": "7294de11-2ea6-496a-b99e-be2458de150a",
                        "ShowInJournal": "true",
                        "CaseSensitive": "false",
                        "AutomaticallyAddLinks": "false",
                        "LinkedEntriesIDs": [],
                        "ParentObjectID": "00000000-0000-0000-0000-000000000000"
                    }
                ]
            },
    
    

    Repeat this and he's got something he can use in Enhanced User Interface

     

    I'm going to clarify this here as we were looking at an extra entry to the exported

    "DebugName": "GlossaryEntry_Abydon_TooltipEntry"

    This is a variant of GlossaryEntry_Abydon_CyclopediaEntry with different bools

     

    Oh - on the fly new GUIDs for new debugs

    This is going on our work this week - I'm just automating the typing for him :)

  11. @BMac

     

    Can we at least have access to the full patch list?

     

    Some things you consider to be minor may be major to our team.

     

    You should remember that our gang (poe.peardox.com) have a wide range of skills to draw upon and all are keen devs.

     

    I guess this will become a mute point in a week or so when 2.1.0 hits but in point releases

     

    For example - our group fixes things like missing strings

     

    Not done the languages for BOW yet - there's only English anyway (we do most EU languages + ru + zh)

     

    So...

     

    It is useful to have too much info rather than not enough (can't even cut+paste it)
     

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