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kilay

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Everything posted by kilay

  1. I can live without any tool tips in this case. So it is possible to edit it on a global level? I don't have to through every individual weapon/armour and change it (I mean I want to change both the generic items as well as the unique ones)? yes you can. There are about 50 entries for level first make a backup ( of items.stringtable, recipe.stringtable and itemmods.stringtable in Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\localized\en\text\game then make another copy of them so open these copies them with notepad ++ (you can also drag&drop them) and delete all the lines from the first <Entries> to the last </Entries> save them. now again with notepad ++ select the original items.stringtable, recipe.stringtable and itemmods.stringtable open them with notepad++ press ctrl+f then search the various armor/weapon level in all the files opened , check those entry, when you found the ones like this screen copy them to the other files where you have deleted the lines, ofc string from items goes to items and so on then in the new document where you pasted the strings , replace the terms 'superb' with '+1' using "replace all" tab for example this one <Entry> <ID>2423</ID> <DefaultText>Superb Boots</DefaultText> <FemaleText /> </Entry> to <Entry> <ID>2423</ID> <DefaultText>Boots +3</DefaultText> <FemaleText /> </Entry> after that you have replaced all the strings put these edited files in a folder of your liking and move it to the override folder . Remember that the structure should be Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override\NAME OF YOUR MOD\localized\en\text\game (or replace 'en' with your language if you play with a language different from english) check also here to understand better https://forums.obsidian.net/topic/100818-how-to-work-with-stringtables/
  2. EDIT: a sec i cutted the wrong part... my bad
  3. First of all thnks to all the artist here then i share some portraits made from D&D novel, of course i'm not a great expert of PS & gimp so forgive me for the low quality
  4. And also what's about entry count in stringtable? a lot of mod add new entries string, isn't that value related to that?
  5. There is way to change the name of a creature summoned using a .prefab file? i did that , its a mod for a panther figurine , it's my first mod, so maybe i wrong something btw my issue is about the name of the panther in game it call a prefab file , under the calling there is a SummonDisplayStrings value that i've changed but it isn't recognized . The game take the string assigned to the CRE_Panther_Elder in character.gamedatabundle, (entry 606 in characters.stringtable) so is there a way to make another version of it just using the same model? or some string value that i can add to the mod to show another name of my liking? maybe clone the prefab ? I've already opened also the unity file and found it, but i don't have any clue about the rebuild of those kind of files { "GameDataObjects": [ { "$type": "Game.GameData.AttackSummonGameData, Assembly-CSharp", "DebugName": "Figurine_Jade_Panther_Ability_AttackSummon", "ID": "efe48ffd-75e4-4d7f-a4c9-dd86c70a88b6", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [], "AttackDistance": 12, "MinAttackDistance": 0, "AttackVariationID": "dd5934cf-0e6f-4f4a-8f92-3d3102090e8f", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 7, "DamageData": { "DamageType": "None", "AlternateDamageType": "None", "Minimum": 0, "Maximum": 0, "DamageProcs": [] }, "Require****Object": "false", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "None", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 10, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "false", "Delay": 0, "NeverBounce": "false" } }, { "$type": "Game.GameData.AttackSummonComponent, Assembly-CSharp", "SummonType": "Summoned", "SummonFileList": [{ "Filename": "prefabs/characters/animal companions/CRE_Panther_Elder.prefab" } ], "SummonDisplayStrings": [{ "String": 15000 } ], "OnSummonVisualEffect": "prefabs/effects/abilities/summon/fx_summon_yellow.prefab", "OnDesummonVisualEffect": "prefabs/effects/abilities/summon/fx_summon_yellow.prefab", "TeamType": "JoinTeam", "SummonCopyOfSelf": "false", "Duration": 30, "HasLoot": "false" } ] }, { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Figurine_Jade_Panther_Ability", "ID": "45d3d709-e939-4793-8005-103f734119fb", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ddf90f19-c9a2-4087-a1a7-a00ee46bc3dd"], "DisplayName": 10000, "Description": -1, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "NoVocalization", "Icon": "", "UsageType": "None", "UsageValue": 0, "AbilityClass": "None", "AbilityLevel": 1, "IsPassive": "false", "StackingRuleOverride": "Default", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "DurationOverride": 0, "OverrideEmpower": "Default", "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "efe48ffd-75e4-4d7f-a4c9-dd86c70a88b6", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "00000000-0000-0000-0000-000000000000" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] }, { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "Figurine_Jade_Panther", "ID": "839ebb7d-da8f-4e42-9c2a-7d550cb306ce", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 10000, "DescriptionText": 10001, "FilterType": "Consumables", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 1500, "IconTextureSmall": "gui/icons/items/misc/figurine_jade_tiger_s.png", "IconTextureLarge": "gui/icons/items/misc/figurine_jade_tiger_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "Type": "Figurine", "UsageCount": 1, "UsageType": "PerRest", "AnimationVariation": 100, "AbilityID": "45d3d709-e939-4793-8005-103f734119fb", "PickpocketAbilityID": "00000000-0000-0000-0000-000000000000", "Timer": 0, "SkillRequirement": { "SkillID": "00000000-0000-0000-0000-000000000000", "Value": 0 }, "ShipMoraleBonus": 1 } ] }, { "$type": "Game.GameData.PromotionalItemCollectionGameData, Assembly-CSharp", "DebugName": "Drizzt_Figurine_Panther", "ID": "a02eeafa-1f73-41db-b12b-46e57b2f019c", "Components": [{ "$type": "Game.GameData.PromotionalItemCollectionComponent, Assembly-CSharp", "PromotionalItemCollections": { "PromotionalItemCollection": [{ "ItemReferenceID": "839ebb7d-da8f-4e42-9c2a-7d550cb306ce", "Quantity": 1 } ] } } ] } ] }
  6. What the hell are you talking? So in your opinion will this thread affect future game designs? Come on, we are talking of nothing and no-one take care of that. And again Who care of that in future games? Just ignore those button (in any game you can ignore them) Imo we have talked enough about that and the OP question has been already answered
  7. i can't understand why someone take care of the style of play of other players. What's the purpose? Nerf also the good features to have a global dislike of the game? As i already stated all are free to ignore the button and remove the item manually, what's the matter?
  8. the AR malus doesn't vanish completely when the combat ends, it requires a little time to refill (+ 1 every tot sec)
  9. Read the description and the status applied, it is regrowing so after a while the effect vanish this happen only when you take any Hit/Crit so after some test when you start the armor have a Regrowing base bonus of +3 , this bonus could decrease after you are hitten (-1) or critted (-2) and the malus stack , but in the meanwhile it also regrow, (+1) per x time (i don't know precisely which is the 'x' value) but the max value is always +3 So you can have an overall AR of 11 that could decrease ipotetically to 0 (if you are critted/hitted more times in a short period) So IMHO it's a feature not a bug
  10. Are just hidden (so it's a little bug as well ), you have just unlock the first 'Berserker' frenzy and they will be unlocked and showed also on the ability tree (try with a hireling)
  11. As the title sometime on the MC and sometimes on the whole party Check the video btw shaking the sheet or remove and re-wear all the equipment sometimes solve the issue This bug happens often after a transition between different locations
  12. What's wrong with Aloth's romance? I did think godlike got short shrift, especially female characters. I started Aloth's romance pretty much after I acquired him, and then it didn't go anywhere, even after I did his quest. RPGSite said this about his romance: This cause me to delete all the way back to right before you can get him, and I'd just finished Ashen Maw. As for the godlike I'd like some more colors for hair and skill. ESPECIALLY for Fire Godlikes so I can match the blasted portrait put a spoiler tag
  13. It fosters a nasty precedent that I suspect pours over into real life eventually. It is that it even occurs to the person to expect such a thing. To rationalize having —even full plated armor protection— while preferring to wear a robe (or even nothing at all). I'm fine with a hide the helmet button being in any game, but ~IMO~ if used, the PC should be vulnerable to headshots, and critical hits, because they are not wearing the helmet. Not totally agree, in all modern games the customization of appearance are a 'must' feature. But play the whole game without see those cosmetic details it's just a pity.. so IMO the current setting have nothing of wrong. You can play as you like just ignore this feature manually wielding/removing the helmet/mantle/pet
  14. It shouldn't be too difficult to do that. yeah i know i've already did this , but for animal companion i think that a little of effort is required. There is this one for animal companion but the icons are missing from the UI, i'm tried to solve that but atm something is missing Sorry for the little OT And about scrolls I'm agree, maybe increase the required Arcana could solve that easily?
  15. Remove (BACKUP them before) all the save from the folder then add just the vanished one and manually rename it, Last time i solved in this way When solved ofc put again the other working save in your folder
  16. Hai già fatto Lancia il gioco e dovresti vedere le correzioni. usate questa (su nexus è ancora in upload) https://mega.nz/#!i8BUVa4I!EgMTWK_q3i84_1ousSDEWgKZRgOlvhH-6UPVXRMX6kQ
  17. La devi mettere in override EDIT No, ok ho fatto casino io, la sto riuploadando
  18. Hai già fatto Lancia il gioco e dovresti vedere le correzioni.
  19. Weird, after some attempts i've been able to enter inside the mill and ,after that , this save seems fixed and i can move in & out the Mill without crash, so (after a backup of the unlocked save) i've tried to recreate the miracle but not succeed anymore. The only difference from the usual approach was that i started the game in english then going to the east exit i've checked any location on the map, looking for the Mill to try to move inside it straight from the map... But i didn't found it on the Queen's Berth Map (maybe is the issue related to that?), so I closed the map and clicked to the Luminous Adra Mills and ... miracle.. i've been able to enter inside. So here all the saves after the first successiful transition https://mega.nz/#!Ghw0HKiC!MLr-mrjBCiBwM21OCKPRTsIMRI4QcQFWa94eVwnj0UM EDIT another strange thing are the recipes, before the transition i have 99 of them in the UI counter, but in one of the saves provided them have been decresead to 97, i've tried to find difference between the saves in recipe tab, but they are exactly the same, just the counter is different in Ui
  20. My Lord Soth . (i need a more appropriate armor and a good helmet for the Death side) I really love the new features that allow to change the appeareance even after the character creation
  21. Sorry for dumb answer, but did you press 'Accept' Button?
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