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TKDancer

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About TKDancer

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    (2) Evoker
    (2) Evoker
  1. thats fair, it's just weird to me that a metalic covering over our heads offers 0 protection or benefits unless enchanted and AR balance is a fickle thing so i gave them a little bonus no worries, if it wasnt your mod as a basis most of my personal little mods wouldnt have gotten done anyways, maybe i'll start uploading them to the nexus for people who may want them
  2. okay what about this idea: give all helmets and things that look like they could realistically offer some protections(basically anything described as a helmet + those woedica masks+ mask of the weyc) some form of protection that isnt just +1 armor my solution i made in some personal mods i use was giving them 10% incoming crit-to-hit conversion(weapon attacks only) inspired by the ol' crit protection helmets gave in baldur's gate, i personally also gave it a (free)recipe to make it work on already acquired helmets example: it's nothing major but it's *something* and it doesnt mess with AR balancing
  3. had an idea while messing with stuff, how balanced would it be to give ghost heart's companions the Veil-Touched(100% incoming crit-to-hit and halved incoming dmg from non veil-piercing attacks) statuses to their Ghostly Form passive or at least replacing the engagement immunity with the status effects from the generic Veil-Touched passive spirits have? thematically it fits perfectly as every spirit or spirit-like enemy that isnt occupying a vessel has Veil-Touched, balance wise im not so sure, maybe use a weaker copy of those effects(reduced crit-hit conversion and reduced dmg reduction)? maybe keep the full values of veil touched but also add in -100%(or even higher number) healing received to make sure they cannot be healed ever(since the subclass prevents heal companion but other sources of healing can heal them)
  4. are there any plans to include editing ai stuff like AIDecisionTrees, i mainly ask cause it'd make looking into summon ai easier but if theres no hope for fixing summon ai i guess theres no reason to bother i.e im trying to make the summons with abilities they cant use automatically(basically all except substantial phantom) actually use them by themselves when their AI is set to... well, AI, ive tried giving them a custom DefaultCustomAi and giving them the DefaultDecisionTree associated with their class/creature type but nothing seems to work
  5. cannot for the life of me get a scripted GenerateLootListInto to work, if i do it manually via console it works as intended, items from my lootlist get added to the targeted store(in this case, No-Nut Ned's) but if i do it via script, using the exact same guids, the items get added to Ned's inventory, not his store, so they cant be bought, they need to be looted from his corpse or pick-pocket'd, what am i doing wrong:
  6. i see, then it does indeed work after a scene change, a bit janky but better than not triggering at all, and it seems that upon playing 'naturally' via this fix around it properly set the variable for her being convinced to 1 as it should guess i'll look in this next, see if i can add the conditional of pallegina being convinced on top to avoid the script being played, thanks for the help, if i manage to fix this too i'll report back... also i assume the level files need UABE to be open in a way that can be edited? or do they need smth else? cause they are aren't plain text
  7. nope, doesnt seem to work, copied your script, kept my changes to the nodes conditionals and still doesnt trigger node 224, this is maddening edit: i also noticed that node 255 is not actually setting "b_Pallegina_Was_Convinced_to_Stay" to 1 as it says it does even tho it executs its conditionals properly(im only using debug to force 224 and disabling it after that)
  8. I'll give this a try on that note, do you happen to know where i can find the trigger for the g.script of palegina auto leaving(that is, when she leaves after setting sail and leaves a lil letter, gsd_companion_pallegina_leaves) cause even forcing the conversation with her or manually changing the "b_Pallegina_Was_Convinced_to_Stay" variable doesnt seem to prevent it and i had to edit the script to keep it from happening but i'd rather have it work as intended and trigger when it should instead of just not existing
  9. edit to preface: i know nothing of coding im going blind here using intuition and observation to try to make this work so, Palegina has a conversation if you align with any faction where you can try(and possibly fail) to convince her to stay with you thing is, i cannot trigger this conversation for the life of me i browsed her hub conversation file(using apotheosis), where this convo is located, and it's initial node is set to "AlwaysFalse()" for it's conditional which i found odd, i tried replacing it with certain conditionals i thought made sense like the triggers for aligning with any faction that isnt the VTC or the trigger for coming storm being finished while siding with any faction that isnt the VTC but the conversation NEVER triggers, only way to see it is by enabling dialogue debug(using unity console mod) (here are my attempts to give the node conditionals to trigger, copied from other nodes that match when i want it to trigger, with no success) was this conversation cut? it is fully voiced like normal and all of its nodes besides the initial one have normal conditionals and can even trigger her leaving the party if failing to convince her, and i remember in past playthroughs being able to keep her while siding with the huana(rn she just stays quiet and leaves the party once you set sail, leaving a missive behind)...i did find the script that triggers her leaving and deleting it/emptying it does allow her to stay(without saying a word) and triggers the correct slide(i.e in my case she gets dismissed but then readmitted on castol's request due to going against the VTC but keeping castol's job) meanwhile Maia's dialogue if siding with anyone but the RDC(i mean the one where she questions you for your choice not the one where she leaves immediately) triggers normally immediately after fully siding with a non-RDC faction(i.e getting the wahaki alliance for the huana) and i cannot find whatever triggers it to copy and her initial node for it has no conditional at all and i cant find a globalscript that makes it play or anything... and i know my edit attemtps are sticking cause i managed to change one of the conditionals in maia's ultimatum conversation(so she stays if either u complete her quest with full success OR if your rep with her is at 2 instead of only the former) so, anyone with more experience modding conversations, tips? pointers? any help at all?
  10. Wanted to know if it was possible in any way to alter what bonuses attributes give beyond tweaking values i.e adding an extra bonus to Dexterity per level(like 1 deflection) on top of the action speed and reflex per level cant find anything in the files besides the numbers of existing attribute bonuse in the global gamedatabundle sor any info of anyone having done such modding to attributes online
  11. easiest way would prolly be to create a custom progression table instead of copying one over/using an existing one, or copying one over, giving it a different ID and then editing it, if those resistances/immunities are tied to a single skill you'd likely also have to either remove said skill from the progression table, create a copy of the skill and edit it to have a different id and less immunities i'd suggest more that you create a new progression table, even if you just copy the contents of another one and just change the id, to avoid conflicts with NPCs getting nerfed/buffed by your changes to this summon for example i recently made a mod that gives the Furyshaper's wards a passive skill that gives said summoned wards a scaling boost to defenses and armor by editing its progression table to include a passive skill that gives those bonuses out of curiosity, what prefab did u use for that ball?
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