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kilay

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Everything posted by kilay

  1. The issue is about the conditional bonus of the protective runes check difference between the Devoted (another conditionals bonus but properly showed) and Protective Runes
  2. Agree with SiliconMage, and also check the mod description, if a new game is required usually there is a note.
  3. Many thnks for small icons addition could we kindly know their expected size?
  4. yes to both the questions. To edit just the content of an already existing book you have to edit the stringtable (likely items.stringtable) instead if you want to create a new one, you have to edit the gamedatabundle (again items.gamedatabundle) and then the stringtable like the previous example
  5. Ok, after a little research this i what i found: Magran Might ability main attack Interrupts on Crit, but this ability have 2 different attacks the second one is a random AoE attack (why???) that Interrupts on Hit { "$type": "Game.GameData.AttackRandomAOEComponent, Assembly-CSharp", "RandomAttackID": "a57d3dac-d826-43a1-a5c5-c1ea62e022a3", "RandomTargetStyle": "Object", "NumHits": 8, "MaxHitsPerTarget": 0 } { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Magrans_Might_Ranged", "ID": "a57d3dac-d826-43a1-a5c5-c1ea62e022a3", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["4b098b3f-f5c3-46b7-a2aa-34dc07fa2c31", "59769d5a-5886-4343-a208-3ff4b4a2c105", "f0dbb330-1b06-4175-8ce4-efe790b99213"], "AttackDistance": 6, "MinAttackDistance": 0, "AttackVariationID": "7439b86f-785c-4551-8851-95b375a02792", "UseParentEquippableHand": "false", "CastSpeedID": "3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a", "RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 9, "DamageData": { "DamageType": "Burn", "AlternateDamageType": "Crush", "Minimum": 19, "Maximum": 28, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": ["4b098b3f-f5c3-46b7-a2aa-34dc07fa2c31", "59769d5a-5886-4343-a208-3ff4b4a2c105", "f0dbb330-1b06-4175-8ce4-efe790b99213"], "StatusEffectsIDs": ["98edbab7-8a1a-4805-b961-748ad33ffb53", "41e99a02-ba85-43f6-851a-761416101a00"], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [{ "VisualEffect": "prefabs/effects/abilities/priest/fx_magrans_might.prefab", "AttachPoint": "Root", "AttachObject": "Target", "AttachMode": "Attach", "MeshType": "None", "Event": "OnHit", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/abilities/priest/fx_magrans_might_miss.prefab", "AttachPoint": "Root", "AttachObject": "Target", "AttachMode": "Attach", "MeshType": "None", "Event": "OnMiss", "AnimEventID": 0, "Loop": "false", "Scale": "false" } ], "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": "Hit", "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.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 1, "IgnoreMagicDefense": "false", "ProjectileConeAngle": 145, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 10, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } } ] }
  6. The whole game is 22 GB, probably you are downloading from the wrong link. Last patch is something like 7-10 MB (the main patch) plus various updated DLC updateds you reach something like 160-165 MB , so check better what you are downloading
  7. You don't need to use any different folders to mod expansion content. You can think of the expansion "lax*_exported" folders as being themselves much like mods of the base game Mabye I'm missing something here. I want to create a translation mod which uses the override folder and which you can enable and disable with the mod manager. So I have to create a folder structure like this: override\[mymod]\localized\de\text\game\items.stringtable The items.stringtable is the file from the exported folder. But there is also a items.stringtable file in the laxa_exported folder. So how do I put both files into the folder: override\[mymod]\localized\de\text\game\ without overwriting the file? the files in laxa_exported , etc are just adding new entries there aren't present inside the item.stringtable in exported folder, so just refer to the item.stringtable override like always
  8. Thnks for reply, i hope for a future addition, with the help of @peardox i was able to trigger a script with a new variable, but ofc we have replaced the original game.globalvariablesbundle in exported/globalvariables/ with a custom one.
  9. In gamedatabundle Veil Piercing is a keyword of its attack (by default), and it's also keyword of all the other firearms. so in the game just miss a status effect that assign a string liike ' Veil Piercing attack' but i guess it's implied.
  10. What's about game.globalvariablesbundle? Could I override it ? If I can, where I have to put the file ? override/mymod/design/gamedata/ ?
  11. btw OnPostAttackRollCalculated isn't an ability but a enumeration . You can't make a new one (or at least i guess) but you can try with OnActivateAttack: Event fired when the target enters an attack animation StatusEffectEventType
  12. Never maked new subclasse but AFIK you should know that
  13. Imho the mechanic works as should be, but anyway i will try to explain why that happens and why isn't easy to fix The issue is about the invisible status effect , it vanish when the first attack fire so the problematic part is this one: "ClearWhenAttacks": "true" Full attacks are two consecutive attacks (thnks to @MaxQuest for the pic) Then I don't see a way to make it works , "ClearWhenFullAttacks" doesn't exist and, even if it existed, when the primary attack resolve it would not clear anymore the invisibility effect { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Shadowing_Beyond_SEInvisible", "ID": "3b4bf424-b037-49f2-8567-135b50668268", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Invisible", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": 1, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": ["fe80a668-dcb3-4cea-ae2e-70d47dc91348"], "DurationType": "UseDurationTime", "Duration": 10, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsPartyMember(Guid)", "Parameters": ["7d150000-0000-0000-0000-000000000000"], "Flags": "", "UnrealCall": "", "FunctionHash": 1895597204, "ParameterHash": 1991113203 }, "Not": true, "Operator": 0 } ] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 2, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "true", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [{ "VisualEffect": "prefabs/effects/abilities/rogue/fx_shadowing_beyond_start.prefab", "AttachPoint": "Root", "AttachMode": "Position", "MeshType": "None", "Loop": "false", "Event": "OnStart" } ], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }
  14. The Bad and the Mercurial Ring (Soulbound Weapon) A couple of items (the first has required a lot of efforts) 'The Bad' is a soulbound pistol deadly and really dangerous The 'Mercurial Ring' is a ring that grant's an unbelievable speed many thnks for help, advices and feedbacks to @tonpix , @TT1, @Spherical, @Xaratas, @peardox and to the rest of our crew on Slack
  15. How stated in other threads using the same loot list ends to an incompatibility issue with other mods, so would be a good behavior check here before assign an item to a lootlist (vendor) . Here the list of the vendors already used by modders on Nexus Mods I will try to take it updated. Post here if you use a vendor not mentioned here. Trinkets is using Sanza's Map Emporium Grimoires of the Master Specializations is using Norgund at upper floor of Kraken's Eye Amir Spellbook is using Dark Cupboard The Bloody Blossom is using Marihi shop God equip is using the fish vendor in Neketaka The Bad and the Mercurial Ring is using Thoren in Lower Floor of Kraken's Eye (Lootlist ID:"2b57b471-18fa-471c-b00b-098c0c6831fa") Hand Cannons and other Things is using the Shady merchant at Port Maje ( ID:"a2922db1-af06-4b47-ac52-3c6e76f18c67") TT1 Unique Items is using Wild Mare The Red Hand is using Eofania in Sātahuzi Saint Cazza's Crown is using Henric, the weapons merchant in Port Maje Store Zilbest's New Overpowered Unique Equipments is using Berath's Blessing Store Baldur The Difficulty-Scaling Pig-Buddy is using fishmonger in Port Maye Thnks to @TT1 for the original list
  16. I only found that about ability (and the same note there is also in progression table). I wonder if we can add that structure format also to others components EDIT: I can confirm that It works also in other components
  17. https://forums.obsidian.net/topic/103870-error-when-looking-at-abilities-showing-from-previous-visited-foe-instead-beastiary/?do=findComment&comment=2075135
  18. 1) yes, check on slack i have posted just before about that 2) i think it's doable, you should be able to link an attack from a status effects from here "AttackValueID": "00000000-0000-0000-0000-000000000000" and to trigger on critical hit from EventValue StatusEffectComponent StatusEffectEventType
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