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Everything posted by peardox
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This any good? https://www.nexusmods.com/pillarsofeternity2/mods/187 Looks like what you're after? One of our members recently released this as a ModReq If not we'll sort something out for you
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Some people are gonna hate me but here's my 2c This is an exterior view with reasoned analysis of the stories we've heard. Do I want OBS going corporate - not really... Do I think it possible? Definitely, why, you may ask? As mentioned above in some post the company heads most likely want the financial security to retire safely In 2012 OBS almost went bust - see - it's worth 84 mins of your life simply to understand the hassle they went thru (happy ending) I spend 1/4 of my day researching, 1/4 managing my team (see my Sig) and the other 1/2 writing various support tools etc (this includes posting here) This means I'm well informed and as such able to comment properly IF a deal is coming it appears OBS will accept. WHY? NOT to get rich, to safeguard the employees OBS has around 170 staff, believe me - those are the people you think of when you start a company (I've worked for a company that got purchased - our MDs ONLY concern was that we kept our jobs - the same guy also was instrumental in the Amiga... Long story) All the founding members can happily retire today I imagine - they want to protect the staff! So, with M$ actively looking for Studios and specifically RPGs is a buyout likely? Yep Will this change OBS? Likely Will we get a POE3? More than likely NOTE: This is an analysis from experience, nothing else
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Mod Requests
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Sheesh - we're up to just over 1,100 views on this one with 33 reqs There is another thread in General... I update this one less frequently, get's about 3x this hits this one does -
As I KEEP saying - poe.peardox.com/modreq We're a fairly large group so Req it and SOMETHING will happen We had a fairly pointless Req the other day but one member noticed that it could be filled by an existing Mod This Req was initially rejected but within a day the requestee was informed of a work-around The only ones we're currently NOT looking at are an impossible one and one the requestee sorted out theirself
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We got a Req from MarktheDP that he resolved himself I will quote directly from his response Forums Nick - MarktheDP Mod Request... RESCINDED - Remove Bonded Grief Just wanted to let you guys know that I managed to make the mod myself, changing the debuff to be removed on rest. Thanks! This is exactly how messages come in to us It's cool to know you guys can fix yourselves How does that make us feel? 100% vindicated Our work has created another ModDev Please note that only a very limited number of our membership EVER gets to see your email if you do the invite thing The simple fact that we got another Mod out there is of huge pride to us I like to think that we had a small part to play
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Mod Requests
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
We got a Req from MarktheDP that he resolved himself I will quote directly from his response Forums Nick - MarktheDP Mod Request... RESCINDED - Remove Bonded Grief Just wanted to let you guys know that I managed to make the mod myself, changing the debuff to be removed on rest. Thanks! This is exactly how messages come in to us It's cool to know you guys can fix yourselves How does that make us feel? 100% vindicated Our work has created another ModDev Please note that only a very limited number of our membership EVER gets to see your email if you do the invite thing The simple fact that we got another Mod out there is of huge pride to us I like to think that we had a small part to play -
Mod Requests
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
We got our first The negative response is always a downer to the ModDevs If you wanna complain about what we do, throw it at me! If you DONT like any of our member's work - I'm the punching bag! I will read every message I get and fairly judge the complaint I guess it's obvious I am the team leader so if you wanna Troll us - start with me! The buck stops here! -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This one may be a little premature but gets on article off my to-do list If you're a member of the team, as mentioned above, we've automated the manual process (see my Sig) So - translation Start here - https://translate.google.com The translations are far from perfect and you need to do them all manually All language codes are ISO 3166 in any chat on this subject POE2 has nine languages, currently but I believe South Korean is available Some of my friends have done language conversions as there are a load of missing strings So... Start in design/localized - it'll give you an idea of what we're trying to do here - pick a langauge you DON'T speak and at least one that you do All we have to do is create new translations in our override and change some numbers first_mod.zip is a good framework for this as although we didn't translate anything provides a sample of how we do this stuff We have a good count of willing ModDevs who are very happy to translate into your own language - See my Sig! Think I'm the only Brit in our gang but we have MANY members who can do other languages... -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
That's my next major update to this one Believe me, on this one - I need someone to take my workload off so if you wanna continue feel free Take First Mod and add (yep I have plans) 1) New status effects - simply copy Fireball, give it a new ID and more life 2) Complete new ItemMod make this a wow - something like a summon (@kilay + @tt1 can help here) That's as far as I've planned today Keep it under (or around) 100 lines - 200 is bad, 25 is bad. AND yep I know I just wrote a bit on Translation that is 'bad' - do what I ask not what I do (1) Is easy but has to be explained propelrly (2) Is much more fun but may need breaking in two KISS my friend (Keep It Simple, Stupid) The people who read this don't have our support mechanism unless they hit the invite link (in my Sig) -
Hey @Zap We've had this one in for over a week Try joining us - we're an inventive bunch I know you're resisting the join but believe me, flying solo sucks - doing it as a flock is superb We get many objections to filling in the damned form - required for an invite Try us for a few mins - if you hate us, simply don't visit again PM me your email and I'll do you a direct invite (no form required)
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My guess is based off the 400k reads of one topic in this forum Steam + Gog won't count pre-orders as sales. OBS got > $4m in pre-sales so at a rough count 150k. You can then take the 400k views as a starting point Maybe we have a higher engagement rate than typical - I would be surprised if the number was under a million sales I do know they keep shifting staff around - these are all promotions I believe from support to other areas of the company I have PMs from community managers who have moved position (really upsets my group) Why knock a game you love?
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First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Oh, I mentioned translation above I've requed translations for all strings in First Mod (French and Spanish are the only ones we can't do yet) If you're a member of our Slack I've automated Google translate for us (outsiders have to do this manually) /poe translate For Frodo! That translates For Frodo! and comes back with... { "de": "Für Frodo!", "en": "For Frodo!", "es": "Para Frodo!", "fr": "Pour Frodon!", "it": "Per Frodo!", "pl": "Dla Frodo!", "pt": "Para Frodo!", "ru": "Для Фродо!", "zh": "对于佛罗多!" } When you do more complex text it becomes far harder "Give me a Norwegian Blue translates" badly for example - this is correctly translated in Convo Mod I MAY do a translation tutorial mid-week (dead busy) -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Oh yeah - the legal stuff Do what you want with first_mod.zip PLEASE change the vendor, I use her for tutorials other than that - no real reqs IF you use the same vendor I use for this thread it can cause issues with the game (it's called a race condition) All information published in this thread is educational and all work on it has been freely supplied as a community effort to help new modders. It may not look like it but this stuff is not just my work - there are many contributors - mostly translation and art in my case If you check out the convo mod threads (I'll have to merge them with this now we're sticky) many people contributed to that one We share Read my Sig! -
First Mod (spoilers)
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Not done one of these for a while and it's been requested that we add more content so thought today we'd give you an easy upgrade to First Mod Great Sword This is an expansion of First Mod Great Sword We're going to keep the last version of this item but make it more poweful What we're going to do here is add something called an ItemMod to our copy of Great Sword Check design/gamedata/first_mod.gamedatabundle Here you'll find a section marked "Game.GameData.EquippableComponent" We're going to add out ItemMod to this part Slightly after than bit you'll see "ItemModsIDs": [], Notice the brackets - we can add as many ItemMods to this weapon as we like. Your first port of call is exported\localized\en\text\game\itemmods.stringtable - there 1,055 of them to pick from Ooh - Of Fireballs sounds good <Entry> <ID>163</ID> <DefaultText>Of Fireballs</DefaultText> <FemaleText /> </Entry> Lets go find the ID for it { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "Of_Fireballs", "ID": "0a8eef84-45a5-43d9-b49f-c872d5ad92dd", "Components": [ { "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 163, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 2, "DisplayEvenIfCostZero": "false", "CursesItem": "false", "StatusEffectsOnEquipIDs": [], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": [], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilitiesOnEquipIDs": [ "fcef4fde-8d97-40ad-9eb5-99e7e863fdb2" ] } ] } Let's add that to our sword in our Game.GameData.EquippableComponent "ItemModsIDs": ["0a8eef84-45a5-43d9-b49f-c872d5ad92dd"], Save your new version and go buy it from the FishMonger in Port Maje if you ain't already got one (it should upgrade the weapon if you've already got one) We can see a load of similar enhancements if we check both files Let's go crazy! These are random picks, not creating anything specific here... "ItemModsIDs": ["0a8eef84-45a5-43d9-b49f-c872d5ad92dd", "83bfd3e9-6de8-45c4-a47c-5055b1bae67b", "552de71d-6272-40c5-8fdd-dc8ac7d2fb7c"], So there we have it - one powerful sword You MAY need to cheat yourself some cash as the thing is expensive now! We explained how to do this above but will re-iterate here Type ` (a backtick) Type iroll20s (enable cheats) Type ` (a backtick) Type GiveMoney 1000000 (we're now rich) The use of cheats is required when developing a mod You can use GiveItem fe314613-c507-4f86-86d2-dd94b09429e0 to give yourself the First Mod Great Sword for example - no need to arrach it to a vendor while developing the thing This is the start of the more advanced modding stuff. Next time I'll show you how to write your own ItemMod @Kilay - thought you were gonna write some of these? Oops - attach the Mod (idiot) first_mod.zip -
Something you'll constantly find is that names of things can come from a variety of files Every bit of text in the game is in some stringtable in localised/<lang>/<somefile> for example The trick is finding the text you want to relate to a mod and backtrack it to design/<somewhere>/<or>/<another> So the first step is finding some ID you can search for in some stringtable This is not obvious but there are tools that help Sadly these tools are not easy to use - they're designed for admins This grep -lir "2966," Pillars\ of\ Eternity\ II\ Deadfire The added comma is from experience Will find me all references (takes 10 mins on my crappy server) back in 10... Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/items.gamedatabundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/abilities.gamedatabundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/gamedata/gui.gamedatabundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/chatter/chatter.chatterbundle Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/exported/design/conversations/companions/companion_aloth_intro.conversationbundle You now only have a limited number of files to hunt through - @Kilay has already identified it's gui (another one of us with lots of experience) From this information it don't take long to hunt down the bit you wanna change I can do exactly the same on my Win10 box and my Mac (both are far faster than the local server) The issue here is not CAN you find this info? It's is it worth it? It's taken me YEARS to learn how to do this kinda thing A better solution is to join our team - https://poe.peardox.com/invite as there will be one of us able to give you an answer fairly quickly as we have many members with many skills who help each other out (it's why I created the place) Read my Sig for the advert junk
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Prompted by a discussion with @Kilay in Slack Asked this before but this should get a sticky eventually Does POE2 have a NameSpace or OO Class system? [i'm not talking character class, programmers will know what I'm talking about] Specifically not all Scriptables work in every scriptable definition so I imagine that some namespace sorta stuff is in play Can we have some docs on this? I originally wrote this as a PM but had to kill all my PMs (crappy PM limit gets filled up rapidly by incoming PMs)
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Oh, just re-discovered this one while looking at another Q Savegame cache is still in effect - highly undesirable and causes mods to break To see this in effect go to a vendor who's got some new stuff you're about to mod in to their vendor list You must NOT have the vendor mod installed at this point Save Talk to vendor, see lootlist Save Now install the mod and load the saves in order The one BEFORE you talk to the vendor now has the new lootlist The one AFTER you check them out HASN'T This is hack-able out but not easy. Basically you have to extract the savegame (it's a ZIP) - delete the area with the vendor in it, reverse the process and things work as expected Had this one in for ages but still an issue that should be fairly easy to resolve
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This is related to the new area thing but distinct from it as it applies for other uses. Another of my friends wanted a Summon that spawns an enemy. The use of this is that using some item has a downside as well as an upside. So if we create let's say Excalibur, a really good sword that un-balances the game in the player's favour it also triggers summoning - oh, let's say Nemnok The Devourer (he's a popular fave) as a balancing effect. The summon spawns a hostile NPC We did have partial success but not with the hostile bit - I can summon something big but it's not hostile unless you attack it. Instead I get this big bad creature that's on Prozac
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Addition of globalvariables in-Mod is also desirable One of our members recently wanted to mod a pistol to have the same effect as Oathbringer's Sanctuary pray at level 4 as a trigger for his SoulBound. The ONLY way I could work out to achieve this was to mod exported (far from desirable). The desire to keep mods clean forced my friend to use a different trigger for the moment. This is not an isolated request, that one is just an example. This facility sounds fairly mundane but is in fact extremely powerful when using conditionals. I'm lead to believe that this one is pretty easy prom PMs - just getting this one down in public.
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@BMac - worth a sticky! A big one we've been discussing is new maps This can start off really simply, a tile-based map edit we can place enemies on for a sort of Fight-Club would do with an AreaTransition to the new "level" would do at a pinch as we could add this to a convo mod. This makes for a perfect levelling mod if nothing else If we can create new named NPCs we can even make new quests We have artists who can do prefabs - a few of the latest mods include this feature so simply having this ability is highly desirable by our group. One of the things that made NWN so successful was Aurora Toolset many years after it's best-before date was way past (Beamdog support it in EE)
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Mod Requests
peardox replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
https://poe.peardox.com/invite If / When you join us we invite you into #greenroom This is a sort of initiation We've not had anyone to date who has failed this test