
TKDancer
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Everything posted by TKDancer
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heres the thing i want to understand are the fampyr/lich gaze abilities MEANT to trigger when THEY are hit? or are they meant to be active abilities? either way, do they have a use limit/cooldown? i just got done with the fampyr cave and mirke was constantly getting dominated, over and over and over and over
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- Combat Mechanics
- Fampyr
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its in the status effects databundle 1st make sure to use smth like notepad++ and the json viewer plug in find your inspiration/affliction(as in, use the search fuction): then scroll down a bit check what status effects are tied to it: find those status effects in the file file and edit away: for example i found INS_Swift in there, and then searched for one of its status effects within that same file ( 1939a121-2480-4205-90d6-e12cc0ca22fd ) and turns out that status effect reflects swift's dexterity bonus of 5 extra dexterity the ACTUAL inspiration/affliction bits will have the debug name as something like "INS_Swift" or "AFF_Dazed"
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so, where in the heck are those bonuses to defense and accuracy stored? i scoured the global, abilities and status effects gamedatabundles and no sign of where these values might be stored even looked around some of the stringtables to see if i could find any clues but nada has anyone had any luck? i'd like to tweak them a bit myself(lower the defense bonus, slightly raise the accuracy one maybe) but i just cant find them is this one of the thing that is currently unavailable for modding and will be in later versions?
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Need Help with Aloth !
TKDancer replied to E.RedMark's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
im having the same issue, i cleared crockspur and the rautains moved in, she got mad at me for it and wont let me talk to her to read her soul -
so, after playing a lot, my character has amassed a lot of extra abilities from gear/proficiency modals these take WAY too much space on screen example: and this is with me not having sword profiency my dialogue box had to be shrunk a lot to fit that, and i think it'd be really good to add a pop up menu for item-based abilities akin to how it worked in the 1st game, because if we got that that'd be 4 less abilities in that main line, maybe even add modals to that
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so, if anyone has been lucky to not have noticed, some summons are broken they spawn without their "weapons" or abilities, good examples being the wizard substantial phantom and monk dichotomous souls i tried opening to files to find out what was causing it by comparing them to working summons and i cant seem to find anything wrong with them has anyone else tried giving this a look? the character files show them to be equipped with the proper abilities and weapons but when they are summoned they just spawn without anything
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one way to check which is the right ship is to check the ones in the trader tables? if its in the trader's table its prolly the right ship as for removing the subclass penalties, well u quite simply cant for some(such as ghost heart ranger) but for the ones that just change a stat or cost or whatever u can usually find it in the status.gamedatabundle tho not everything is in there, for example the beckoner subclass gets a variant of the summon abilities that have shorter base duration so u'd have to manually change the duration of each basically, some subclasses can be fixed with minor changes in 1 file, others require extensive editing in multiple files
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as some might have already noticed, many summons are spawning without their proper weapons and spells substancial phantom spawns without being able to cast spells and just goes around punching enemies for laughably low damage, dichotomous soul clones spawn without their "weapons" (they do pitiful unarmed crush damage)
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Per level modding
TKDancer replied to nightcobra's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Is there a way to increase spells per encounter? only if its a per encounter/rest spell(like holy radiance) otherwise u'll have to wait till the mentioned v 1.0.3 where they'd make more data available for modding -
So, im trying to make the healing spell chanter's have(Rejoice my friends, two fingers of daylight) to hit self ON CAST(it can already hit self, but only on a bounce) akin to some of the party buff spells that hit both self and allies within the cone i tried setting the affected target value(on the attacks.gamedatabundle) from friendly to ally but that broke the game(no one could properly target anyone anymore, not even enemies and abilities couldnt be aimed) and also tried setting forced target to self but that just disable manual targeting, i was looking at it now and thought about changing the "launchoffset" so its cast behind caster, but how exactly would i go about doing that? what x,y and z values would i need to use? anyone got any other ideas? edit: managed to set it to ally without breaking game, but still not healing self
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i dont actually dont think its really broken to be able to use abilities on self as a cipher, it just makes me feel cooler in not relying on my allies's minds and allows solo-ing/not being screwed if ur whole team dies i did the same thing in PoE1 and never really felt broken aside from being able to solo as cipher at full power
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so, after some trying, i managed to change my cipher abilities to work on self and allies instead of just allies how? go into your gamedata folder, open attacks.gamedatabundle in a text editor like notepad++, find the cipher ability u want to change and then change this: "AffectedTargetType":"AllyNotSelf" into "AffectedTargetType":"Friendly" just gotta be careful not to change the wrong abilities, u can do this by checking the DebugName of the ability and making sure its the right one picture of my cipher with reaping knives activated on self, note that hes the only cipher in the team
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Corpse-Eater modding
TKDancer replied to HiddenWings's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
barbarians in general seem to be lacking imo carnage's dmg isnt anything special against enemies(but it will hurt YOUR TEAM a LOT as a zerker) the speed up from frenzy isnt that big considering we usually need heavy-medium armor to make up for that not amazing deflection(they REALLY should have access to that fighter passive that lessens the effect of armor on speed, or some variation of it) i'd like to learn how to edit all of this, also i'd like to know where u got this about its costs/usage? what file is it in? abilities.gamedatabindle? as for exempting it? i remember finding the cost of a cipher ability in abilities.gamedatabundle so maybe look there? also some summons have infinite use abiltiies(literally have the infinity icon) so if u could somehow find a way to copy that characteristic from those summoned creature's abilities into others that'd solve ur issue