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Everything posted by kilay
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Yes, you can found the spell list after "SpellsIDs": e.g. in the mod you linked their GUID are in this bundle { "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "Grimoire_Alamir", "ID": "d395910f-ce7f-4565-8652-86f9e7c26466", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 99950, "DescriptionText": 1176, "FilterType": "Weapons", "InventoryAudioEventListID": "32023afc-c1c3-4b6a-bcfd-77bde56ee6c3", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 12000, "IconTextureSmall": "gui/icons/items/misc/grimoire01_s.png", "IconTextureLarge": "gui/icons/items/misc/grimoire01_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "GrimoireOrTrinket", "AppearancePiece": { "ModelVisualDataPath": "" }, "ItemModsIDs": ["160e7192-e205-4b35-a28e-086b12e1835c"], "OnEquipVisualEffects": [], "RestrictedToClass": [{ "ClassType": "Wizard" }], "RestrictedToPlayer": "false", "ProficientAbilityID": "00000000-0000-0000-0000-000000000000", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericanimateditemrenderer.prefab", "ItemModel": "art/character/weapons/grimoire/grimoire01/w_grimoire01_cast.fbx", "AnimationController": "art/animation/animationcontrollers/weapon/w_grimoire.controller", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.GrimoireComponent, Assembly-CSharp", "NPCsAutomaticallyFill": "false", "SchoolID": "00000000-0000-0000-0000-000000000000", "SpellsIDs": ["46d4d7c5-0af5-4f6e-93b0-483b04184951", "7517557e-61d1-4d2b-9f70-76c0277d4415", "0f41e1b0-218f-43d0-80dd-e1e98b6aca0e", "a8c72c57-398e-4d66-818e-32124fe01494", "262ac004-a97a-4290-8400-73bb136cc466", "04ece2da-d1a8-4627-a48d-2fa6b2549583", "e641e27b-74de-4691-96e0-866e718825d0", "add1d106-9e7b-4e07-bb22-6a68e58b752a", "4bf8bb93-839e-48b2-a2c0-5535445be3d9", "4e449013-a1fb-4bd7-9355-fda30f810c05", "dbb1f8c8-0977-4dd0-aadd-c29f75120670", "1156655b-07c6-4b77-9915-632e89abc53f", "fe67cd2b-7775-4251-bab8-e7b55ab7a10d", "953f9f3c-9f0f-40b9-9747-1d1f19f14b5e", "e4f7a10b-e168-435a-a576-bff8ef8352b2", "8ff2528d-e95c-4353-a12c-3586b821def3", "7c566e8e-f93c-45ea-b2fb-c9e680b5a7dd", "30e71b4d-4136-42f3-915e-eb6373f4094e"] }] }
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NPC Portraits for PCs?
kilay replied to Rrrgh's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
check https://forums.obsidian.net/topic/103918-how-to-add-custom-potrait-to-the-game/?hl=portrait&do=findComment&comment=2074805 -
Same here
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Many thnks for ability tree preview and gloabalvariables exposed but there are some issue with mods (e.g. check above and below reply) : a lot of mods seem broken after this beta , what advice could we give to users about that (and also for future patches) ? Remove mods till we update them ? https://forums.obsidian.net/topic/105431-new-patch-broken-override-stringtables/
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Imho a sort of warning should be pinned somewhere about that. Usually I prefer don't apply the beta patches and I wait the official patches release, and this is the case, but whatever what you stated could happen if you patch the game with the override folder full of mods. The patch scramble the mods in override folder Proper way to apply a patch is move the override folder in a temporary folder before patching the game and after you've patched the game move it back in PillarsOfEternityII_Data. But in your case the override folder should be already broken, then my advice is: Take note of the mods you had Delete your buggy override folder Download again the mods from nexus Restart the game Rearrange mods order Exit to desktop Restart the game
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v2.1.0 is now available on the Beta Branch
kilay replied to David Benefield's question in Patch Beta Bugs and Support
whats wrong with the watchers blade https://forums.obsidian.net/topic/103313-bug-12-watchers-blade-visuals-bugged/?hl=watcher -
v2.1.0 is now available on the Beta Branch
kilay replied to David Benefield's question in Patch Beta Bugs and Support
Little premise : Don't take this as a personal attack, it isn't case i wanna be clear on that cuz in a lot of threads you've misunderstood or misread what people said After that what i wanna said is just: Please stop to ask unwanted nerfs , how you can see if you ask to balance they just nerf (cuz probably is the best way to beta- test and also their main routine) Any nerf require to me or to other modders a lot of work cuz in the most of the cases people ask to revert that You've opened many threads about 2H vs DW and this is the result.. you not seem yet happy. You wanna that they also nerf rogue, while people are asking to improve the rogue class. If you want something tailored for you, please fill this mod request and i will be happy to satisfy any of your request that is in my chords w/o have to fight with game nerfs. Please listen me. Regards -
Many thnks for answer and to listen us, a lot of features you've added are really cool. About that Yeah, that would be pretty handy, though it might be tricky to detect which mods are adding content that actually appears in the save. I never mapped a POE savegame and i'm not a programmer but i can try . To me seems really strange that isn't possible leave some reference about mods loaded , some other games are able to do that .. but again i never checked how that works so could be some pattern differences.
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Mod Requests
kilay replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Other mod requests has been completed. Check on https://poe.peardox.com/modlist -
Are you sure to haven't enabled 'expert mode' in difficulty cuz this disable what you reported