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Everything posted by kilay
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I would just say thnks, cuz i figured out the problem, i made my first soulbound weapon and it add disposition points when levels... Many thnks again
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Thnks for reply. So from what i've seen disposition points can be changed only via convos or scripted interactions, right? If the answer is affermative , can i call a scripted interaction to trigger this disposition change (like soulbound weapons)?
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I'm wondering if the Scripts fields can be used to directly add a command to the game, like we do using the console or if that function is disabled cuz no-one ability have this field compiled. My purpose is add an ability/status effect that add disposition points, so surfing inside the game docs i found that about script could i add that to an ability? And which is the correct syntax? Because reading the docs i'm a little confused about ChangeStrenghtComponent . Which is the parameter to refer about it? Average, Major? Cuz i wanna add just few points not a whole disposition rank. Thnks in advance Void DispositionAddPoints(Guid, Guid) DispositionComponent ChangeStrengthComponent EDIT I found the StrenghtComponent, but an answer about scripts in ability components is always welcome EDIT 2 Something like that? Could it works? "Scripts": [{ "$type": "OEIFormats.FlowCharts.ScriptCallData, OEIFormats", "Data": { "FullName": "Void DispositionAddPoints(Guid, Guid)", "Parameters": ["c7d9588c-bc62-4c0c-a2e3-76a970e7b7d4", "54772c0d-cf3f-4589-8cab-9f3601d575c2"], "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }
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Useful Tutorials and Links
kilay replied to BMac's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Wrong thread, apologies. -
First Mod (spoilers)
kilay replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
I guess that this is just related to the tutorial process , so you can avoid the waiting process for the stacks refresh and load quickly for testing. If not you can wait 25 hours and the vendor inventory will be refreshed with the new item. -
Yes, you can do that via stringtable You can found them in \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\localized\en\text\game\ for the english language, or in \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\localized\it\text\game\ for Italian, or in \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\localized\es\text\game\ for Spanish and so on. Make a backup before. Don't change the original files, instead create an override folder and use it, with the proper folder structure, like \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override\Name of Your Mod\localized\en\text\game\ ,check thread linked below The entries that you have to change are in gui.stringtable (for subclasses) and characters.stringtable (for NPC names) , check here for further details about stringtables. e.g. from characters.stringtable (en) <Entry> <ID>810</ID> <DefaultText>Lagufaeth Mindstalker</DefaultText> <FemaleText /> </Entry> or in gui.stringtable (en) <Entry> <ID>2614</ID> <DefaultText>Mindstalker</DefaultText> <FemaleText /> </Entry> just change them as you like
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Howto - Add to a store
kilay replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
other top 100 mods on Nexus: Trinkets is using Sanza's Map Emporium Grimoires of the Master Specializations is using 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 I taked Thoren in Lower Floor of Kraken's Eye (Grimoires of the Master Specializations use Norgund at upper floor) -
Just add them in \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\gui\portraits\player\male (or female) here you can found all the various default portraits , and you can see the various specific picture sizes and prefixes . So for example to add a new main portrait just use this prefix male_human_1_lg.png (and ofc the other corrispective sizes and prefix for other small & convo portraits) then ,if you need to add more of them , go ahead with male_human_2_lg.png, male_human_3_lg.png, ......................................, ......................................, male_human_9999_lg.png and so on
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First Mod (spoilers)
kilay replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
It's "it" : "Per Frodo" -
Best that I can do atm, a ring that gives + 100 % Stride in combat, always. So in combat on stealth it works, but only if you are in hostile radius . Idk the reason. Ofc out of stealth you'll have double speed and out of combat it doesn't work (how stated by BMac) so you'll have normal speed I've tried to add the part suggested before but something doesn't work (feel free to try to change it) Put it in override folder and you'll have it in your inventory on you next game (either new run or loaded game ) https://mega.nz/#!Xo4GgaBS!ptMGG9BjfsZda-LNHOI3rWEdJiMpMbPcx0I6bkPAdlM from 0:24 to 0:28 you can see the MC stealth at standard speed
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like that "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Ring_of_Freedom_SE_MovementSpeed", "ID": "0f27ac10-c10b-4545-ae7d-fdaf883570b4", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MovementRate", "OverrideDescriptionString": 123456, "UseStatusEffectValueAs": "None", "BaseValue": 2, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsCharacterStealthed(Guid)", "Parameters": ["011111e9-0000-0000-0000-000000000000"], "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 }] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "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 } ] } So "StatusEffectType": "MovementRate" affect the Stride , idk the one related to movement speed (already tried MovementSpeed)
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I think that with the actual spell lists they should split the schools in two different branches (minor and major) and apply the penalty just for one major school or for two minor schools. If someone have some advices i can try to make a Mod for that. So choosing a Major schools you will have two Minor school penalty while choosing a Minor schools you will have one Major school penalty or something like that
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Agree, btw it's not an easy change to do, you have to redo all the progression tables. Btw Extended Spell add some Invisibility spells (and other D&D classic spells) you can try it. About spell out of combat i agree, but if you unlock all of them the game become a joke. (If you wanna try PM me i have a Mod to do that)
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1) Basically yes but require a bit of effort to works and to be compatible with other mods 2) Yes, atm you can already spam him using console 3) You can create some sort of item/ability that add attribute points 4) same as 3 5) Yes
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First Mod (spoilers)
kilay replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
about values https://eternity.obsidian.net/game-data-formats/concepts Hmm, this is API ? But again for game developing I prefer GUI, simple because I don't like navigate by GUID with CTRL + F, I like autocomplition and live validation. So now there non exist any GUI tool ? Maybe something like starcraft 2 GalaxyEditor https://spiritualsuccessor.net -
First Mod (spoilers)
kilay replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
about values https://eternity.obsidian.net/game-data-formats/concepts -
Tbh will have to test it myself in order to answer this)And most likely will have time only on weekend. Thnks for reply I already did that and seems works as intended, hopefully it doesn't touch other mechanics and t'is just a gui.stringtable reference
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