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Excerpt

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  1. https://github.com/ExcerptNovela/Excerpt-PillarsOfEternity2-Deadfire-Mods/releases/tag/v1.1.1 The latest release is available here, tested, and working. If you install this mid-game any weapon which has "Blunted Crits" mod that is already present in-game, either in your inventory or if it is a Unique weapon sold by a vendor you have already visited/spawned in, then it will retain "Blunted Crits" mod. If you want to change that you can install the POE2 Console mod and change it on already spawned weapons you don't want to get rid of. I will attempt to find a workaround in the future. I plan on making a fully fledged firearms/bow mod in the future with several in-depth features and will attempt a workaround in that mod once it is published. This problem should not be an issue if starting on a new game.
  2. Yes, I removed the item component from each weapon entry that had it. I figured this would be a safer alternative to messing with the actual item component itself. I was wondering about whether or not updates to gamedatabundles would update the instanced items in a save file. So I am guessing that it does not. I need to further test and look through to make sure I have nothing out of place in the actual file's json syntax though. Is there anyway currently to force update from database changes for existing items already owned by the player?
  3. Can confirm it is not working for some reason. Alloy did the blunted crits for arquebus mod work for you before? If so I likely have a syntax error somewhere. I will sift through it, but it will take a while as there are quite a few entries edited and they are all in very long sections.
  4. Did you take the override folder out of the actual mod folder in the archive? If you just put the top level folder in the override that would be why as the folder structure would not be correct.
  5. From what I have observed; I could be wrong: CastSpeedIDs only effect spells' casting speed. "PreHitDuration"s effect animations/melee attack speeds. What I did now: I doubled "PreHitDuration"s(all 474 of them ) (e.g. base 0.7 sec weapon swing, became base 1.4 sec.) Doubled the CastSpeedIDs. Left the recovery speeds alone. And reduced combat move speed from 0.85 to 0.5. Tested in couple of dungeons; melee/ability anims' are still way too fast for my taste(at default slider speed), I'll prolly quadruple those PreHitDurations, I'm happy with 0.5 run speed. Spells are fine but not fine compared to melee, same dex melee char can pull of 3-4 moves while a caster fires off a spell, so I don't know what I'll do with CastSpeedIDs when I quadruple PreHitDurations. They have to be directly proportional, right? Otherwise if I don't quadruple CastSpeeds I'm (theoretically) making casters way too powerful I don't know... Also I have the Dexterity's value in the combat run speed mod file, it effects attack speed & recovery time -3% per dex. Maybe I should make it 1%... hmn... Edit: Making dex 1% helped a lot but its a bit dirty workaround I'll try what I said above. Anyway, now its about tinkering and not about how to do it. Thanks for all da help. Alright f*** this s***. PreHitDurations have no effect what so ever. It's only changing numbers. e.g. Greatsword shows 2.8 sec attack speed(default was 0.7) but it hits as quick as ever, as well as other non-cast abilities. Excerpt What is your expert opinion on this? I am going to make another thread for this separate issue some point soon, but some of the information I was assuming (reasonable assumptions), such as CastSpeed being applicable to all attacks is just not true. I spent about 6 hours on Saturday going through the rather lengthy series of method calls in the game assembly to get some straight answers. And have been busy unfortunately the last couple days to finish the work I started on it. I can tell you this though, the majority of the "animation" time you see in combat is not from the actual indicated "attack time" seen on weapon items (if we are talking about full or primary attack abilities and not spellcasting), I have yet to figure out everything but I have a feeling I haven't found out the precise interaction of action speed with attacks from physical weapons as of yet. What I can say is this: if you want to speed up attack portions of combat your best bet is to lower recovery times as this is typically the longest portion of the "wait" during attack animations. For firearms, this is reload time not recovery time that is relevant. For spellcasting the "CastSpeed" is effectively the time BEFORE casting a spell (e.g. the amount of time a wizard spends waving their arms around before the spell actually leaves their grimoire). Because many of these animations/attack are handled in entirely different ways (though many aspects are similar) there is no easy "catchall" effect for this sort of modding. I will post back in a new thread topic when I get things fully sorted out, and have time to write a proper tutorial on editing things related to weapon attacks. It may be a few days though before I can get to that point or it may be less. I expect I will be doing more and much more in-depth modding once POE2 v1.0.3 patch is released as there has been a specific indication that changes and improvements are coming to modding capabilities in that patch. I don't want to do a bunch of work that will either be obsolete or could have been done much easier if I don't have to and since the patch probably won't be much longer until release I am waiting for that before doing major stuff.
  6. Simply move the files you have changed out of the exported folder then verify the integrity of game cache in steam. That should restore the original, with a minimal download. This is one of the reasons that these files should never be altered directly and you should always make a smaller modded file with specific changes. There are several posts about this in the forum. The basics of the file structure required are in the topic by the developer BMac in this subforum, it is stickied at the top.
  7. Sorry for the delay in releasing this request after I said that I would. For those interested in the newest release of this mod it can now be found here: https://github.com/ExcerptNovela/Excerpt-PillarsOfEternity2-Deadfire-Mods/releases/tag/v1.1.0 It includes a mod to remove blunted criticals from all weapons that originally had them. It will be incompatible with anything that specifically alters item bundle data for any of the following types of items: pistols, blunderbusses, arquebuses, arbalests. It is not currently balanced, it ONLY REMOVES the "Blunted Criticals" weapon component from these items, including any unique versions and qualities. I will probably not release any further versions to balance things until I see what improvements are being made to modding capabilities in-game version 1.0.3 (as was indicated by the devs recently). If you are using the mod which removes the blunted criticals from the arquebuses you should remove it before placing this one in your override file as I am not sure what the overlap of editing might do. It is best not to find out for the sake of your save files! As this includes the same prior edits to Arquebus firearms there should be no issue that I am aware of. On a small side note, I plan on releasing these and all future versions of my mods for POE2 on NexusMods as well to allow for easier downloading and less confusion over required files, versions, and mod descriptions. But that will not be until after the POE2 v1.0.3 patch. Do not download any of my mods from anywhere other than the listed GitHub repository or my nexus mods profile, as I can not ensure the authenticity of their contents otherwise.
  8. You're on the right track. I am writing a mini-guide, in another post because we don't want to crowd this one with unrelated things, on altering action speeds for attacks. Will post shortly once I have everything fleshed out.
  9. Any idea on this? I realize Obsidian doesn't respond to every request (especially on weekends) but just thought I'd bump to see if anyone cared to respond. Or if anyone knows if this question has been answered please link me, I couldn't find any details about it or when we might get like a lore guide or something. What I'd really like (again this is for potential modding purposes) is some type of "extended universe" encyclopedia about details and languages related to the cultures that are unlikely to be mentioned directly in the games.
  10. Yea I'm also trying to get my head around how to add items to vendors (loot lists) in a way that wont cause collisions with other item mods. For example inside the object type "Game.GameData.LootListGameData" with DebugName : "Store_05_AD_Marihi" there is a sublist for items - where the new unique poleaxe was added as an extra element. The author as a copy of the LootList object with the mod. The issue is though if I also create a separate weapon file and have a copy of the same LootList object it will overwrite the other mod authors', I don't think the "Item" sub-list can be added too dynamically? Anyone got an ideas how this works? I also get the feeling the DebugNames are referenced inside the game and the UUID used as pointers only on some initial load or something? It's the other way around really, DebugNames are largely used for debugging purposes and console. The UUID is the actual "identifier" of the items. UUIDs are used for everything that is a "GameData" type (as simple as I can put it for non-programers). It ensures primarily that all specific instances of a data type (e.g. pistol A vs pistol B vs pistol C) are actually unique. This is done because of the potential that if the engine is fed two items that are not unique (e.g. essentially identified the same way) then it will cause A. a likely game crash if the types overlapping are of different types (e.g. a weapon overlapping an NPC or spell because they operate completely differently) B. data corruption C. other unintended bugs if the data types are the same (such as items not showing up or bugs where things are missing). Almost all modern games use some type of key system, Obsidian went with UUID (which is a very common scheme if not the most common). It just looks weird because it is being explicitly exposed to the public (for the very purposes we are talking about now) as opposed to the last game. What really needs to happen is for someone with the talent/motivation and time to create a modding tool to graphically identify and link items in plain terms for easy editing by people who otherwise wouldn't know what they are looking at.
  11. Yeah I didn't change the values, posted here to ask if the code is correct for a mod file. Anyway like I said above, both worked but now I need attack speed values since castspeed doesn't effect attack speed. Try buying a new weapon and test to see if the values are different. As the castspeed value is tied to the weapon attack id it may be that each weapon is spawned with a set attackspeed. I am going to get a haircut, if that doesnt work i will be back shortly and look into it in the assembly to see what is up.
  12. Tried to make a mod, not altering the game files directly. I don't have much programming knowledge, just some tidbits left from high school. I DLed a mod and copied its code structure, which worked for combat running speed. Now I'm trying to do the same for the other 9 values you listed above. For testing, I'm just looking at the speed & recovery time of weapon properties, to see any change. I tested the running in combat; assigned it to 2 from 0.85, to see if it would work; they were so fast, animation bugged to "fast walking" Does this seem right for a mod file? { "GameDataObjects": [ { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Average", "ID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "Components": [ { "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1475, "Duration":3}] }, { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Fast","ID":"e4c738a7-4d3f-407f-b035-cc76191fe26b", "Components": [ { "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1474,"Duration":0}] }, { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Slow", "ID": "3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a", "Components": [ { "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1476,"Duration":4.5}] }, { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Very_Slow", "ID":" e2258426-92df-4a1d-b12c-927feb8328cd", "Components": [ { "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1892,"Duration":6}] }, ] } Did you alter the Duration values? What did you set them to exactly, those look to be the default values. It appears to be working for me, the changes are obvious/significant if they are reduced greatly. Keep in mind the tooltips will not be exactly these values, because there are many other recovery and action speed buffs/debuffs. All armors have a multiplier of some type. When you hover over an ability/items attack speed/cast speed/recovery speed/reload speed it should give a detailed breakdown of the numbers. These changes will only alter the "base" values (starting point before any modifications). To straight up test change them all to 0 (just for testing purposes), then unequip all armor/remove anything that has a -recovery % or -action speed%. Then you should see the real difference directly.
  13. ...which goes above my head. This is exactly what I want to do. I want to change overall flow of the combat with way less recovery time for everyone with way slower attack animations and slower combat running speed which I've already found. Did you actually make a mod or did you just alter the files directly? By didn't work what exactly do you mean? Does it not show in the tooltip? Does it not appear to cast faster? I will test this out shortly to see if I can get it to work. Also what are you testing the changes against? What abilities did you use or look at to test the changes in game?
  14. How about editing attack/spellcasting speed? I messed around with the files looking for action, recovery & combat movement speed values, found the latter 2 but only combat movement edit worked. GlobalRecoveryMultiplier had no effect in the game no matter what value I assigned to it and I haven't managed to find anything for action speed, maybe in some DLL file? Recovery and Attack times are tied to the individual attacks/abilities which can be found in attacks.gamedatabundle and abilities.gamedatabundle respectively. They are tied to attacks through a UUID (Universally Unique Identifier) database key. The reason for this is that the attack times themselves are game data objects which have GUI information and some other things attached which allow for quick reuse, better stability, and most likely the ability to run script based checks and logic for things like attack interrupts and valid targeting (though I haven't really looked this specifically just guessing). There are 5 base attack recovery times, these can be found in attacks.gamedatabundle and referenced by other specific attacks under the component heading "RecoveryTimeID" by referencing their UUID. Here is a quick reference for their UUIDs: Recovery_Average (4 second duration) UUID: 566840d9-1561-4243-8ca7-889df9869847 Recovery_Fast (3 second duration) UUID: 9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534 Recovery_Instant (0 second duration) UUID: 039ef4b4-eeb3-42d3-9817-a8df05c53515 Recovery_Slow (4.5 second duration) UUID: 2065a64b-0d53-48b8-9cfd-600992c389fd Recovery_Very_Fast (2 second duration) UUID: cd5ad068-453b-41f9-8779-db38ff00dd20 There are also a couple of custom unique recovery durations for specific attacks as well, but it is unlikely someone would want to mess with those or reference them for other stuff. There are 4 base attack times also known as action speed. These are referenced as "CastSpeedID" data components on each attack which can be found in the attacks.gamedatabundle and can be referenced by their UUIDs which are found in abilities.gamedatabundle. Here is a quick reference of their UUIDs: Average (3 second duration) UUID: eacb53e3-6eb5-422a-92ca-99cc883ae4a9 Fast (0 second duration) UUID: e4c738a7-4d3f-407f-b035-cc76191fe26b Slow (4.5 second duration) UUID: 3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a Very_Slow (6 second duration) UUID: e2258426-92df-4a1d-b12c-927feb8328cd The easiest way to modify a specific attacks speed and recovery is to search for and locate the attack you want to modify, and replace the current "RecoveryTimeID" and/or "CastSpeedID" with one of the other ones listed above. You can also edit the RecoverySpeed and CastSpeed objects directly by simply locating them in the attacks.gamedatabundle and abilities.gamedatabundle and directly changing the "Duration" values listed there. This is not advisable unless you are making some kind of large scale balance mod, as changing these will alter every attack in the game that utilizes that value. You should be able to create your own new RecoverySpeed and CastSpeed objects by copying one of the existing objects to a new file and changing the "ID", "DebugName", and "DisplayName" to be unique and then assigning the desired duration. DisplayName, I believe, modifies the stringtables which means you will need to edit those as well to add a new string (and give that string a new id number to reference in your new attack/ability) for the name of cast/recovery speeds in the GUI. I'm not sure if leaving it blank will cause issues as I've not done anything with modding these values as of yet. I hope this helps.
  15. { ENTRAPMENT } Important Info THANKS TO THE WONDERFUL MODDERS AT: POE2 Modding Framework On Reddit POE2Mods Github (Current framework release not updated for 1.0.2 POE2 patch). I have finally begun working on my first meaty rebalance and mechanics mod, Entrapment! Note: This is a WIP mod, this thread is here to give info for those interested in its development and releases. Note: Do not download any version of this mod from any site other than NexusMods or my own personal POE2 Modding Git Repository. (Links will be posted to download mod on release) Note: THIS MOD IS NOT CURRENTLY RELEASED TO THE PUBLIC, BUT WILL BE FORTHCOMING! Planned Features 1. Allow an individual character the ability to lay more than one trap (non-spell cast traps). [FINISHED] 2. Rebalance damage and scaling of all item and spell traps. 3. Increase mechanics requirements for laying/disarming traps. 4. Create skills regulating the number of traps that can be laid (for balance), potential "upgrades" to trap effects. Possible Features (needs further investigation) 5. Addition of entirely new traps. 6. Trap crafting. 7. Trainers/Instructors that can teach new "unique" versions of traps (at a cost or other requirement). 8. A new class revolving primarily around alchemy/mechanics specializing in the creation and use of traps/bombs/firearms (construct summons?) Initial Status Report WARNING: THE FOLLOWING IMAGES CONTAIN SMALL SPOILERS FOR A BOUNTY QUEST BATTLE!!! LYING IN WAIT... LITTLE DOES HE KNOW, THERE IS MORE... THE REGRET TAKES HOLD!!!
  16. Have you been to the and also there is the There are other areas as well I would definitely consider dungeons and I'm not even remotely finished exploring yet. Not to mention in addition to several dungeons I have encountered many of the quests are MUCH longer than in POE1 and take you to several different locations. Whereas in the first most quests were either in a single location or had you going back and forth between 1 or 2 places (excluding all the trips for camping supplies, Madiccho, how annoying that was!).
  17. I am planning on making mods for this game, including additional items. I would like to for instance make some unique weapons/armors from one of the cannon empires/nations. I would really like to be able to name some of these weapons/armors with cannon/lore accurate words from say, Vailian or Aedyran languages. The problem here is, while we have a vastly expanded set of cannon words this go around we know little about what would be considered cannon or lore friendly grammar of these languages. So writing say a book or description with any kind of extensive use of these languages (for enhanced lore purposes) is very difficult or impossible. We don't even really know the name of the Rautain language (and a few other prominent peoples) unless I missed something. Any idea if or when you might be willing to share some extra lore with us? It would be helpful for modding purposes, especially if we are ever able to create quests or dialogue.
  18. Yes, I will do an updated version that will remove all blunted criticals from all weapons. I will probably not be able to release it until tomorrow at the earliest, but it should be ok to play with the Arquebus mods and upgrade when it is released as the new version will simply add alterations on top of those. I decided to take a break from my playthrough and do some other things for a while so you just got lucky that I was on and looking around and decided to contribute my first mod (I was actually looking for something to break into on this game). But you are welcome nonetheless. If you (or anyone else) have any other requests for firearm adjustments post them here and I'll put it on the to-do list (which I will get around to but no guarantees on time frame atm. I also would like some feedback to make sure the changes are working properly, I gave them a rudimentary glance before posting so they were not extensively tested, though the changes were small enough (just alot of them) that there should not be any issues.
  19. Yea when roleplaying an Evil Character in this game, there's a giant lack of evil companions. Even the Dastardly Pirate Serafen seems Neutral Good. I would like to see evil characters/companions/options added in future updates/DLC. It would be nice, I like to do multiple playthroughs and run the gamut in terms of morality.
  20. Nice! Glad you like it Truth be told I was skeptical that people would like it, but I'm glad I was wrong. It felt almost like an intermittent song from a pirate movie. One you might hear between scenes in a film with lots of ale clinking and swinging from ropes. I would love to have some additional similar tracks for one of the future DLCs. In particular, I thought a good place to have some kind of shipboard atmospheric track or sound effects would be during the storm events on the overworld map. All around very good job with the music this go around, it is a massive improvement over the first's soundtrack (which was very repetitive in it's scope sad to say). I would like to echo the sentiments from another user about there needing to be a few areas that should have had unique soundtracks (such as the bathhouse). It might seem like a waste from a development point of view, but one thing that has always stood out to me in games that have become all time favorites is those areas where you get exclusive chills from epic music you've not heard anywhere else in the game. Some very good examples of this type can be found on late SNES early N64 video games. One of my all-time favorite games is Mario RPG (it is the first RPG I ever played to fruition back when I was 10). One of the things that still sticks with me about that game is some of the unique soundtracks for certain areas, from those with a sense of urgency to whimsy. While most areas still use the main soundtrack/themes. Some other good examples of this can be found in Ocarina of Time, though not exactly an rpg they did well with the idea of "unique" tracks to select areas which make them stand out and help one reimagine those places decades later. Just something for your consideration. Thank you for that @Excerpt. Glad you liked it. The scope of the game and the amount of work required meant we had to de-prioritize certain plans, and the bathhouse was one of them unfortunately. I agree with you though and I also would have liked to do something unique for this area. As an alternative, what if I just persist the music from the exterior into the interior? It might be more tonally fitting than the inn music. I like that idea of changing the music to the exterior music, I think it'd be more fitting personally. But I don't presume to speak for everyone. I will tell you this though. I would be willing to pay for an additional music DLC if it was of the appropriate caliber, don't know if you guys have ever thought of commissioning work based on that premise or not. In particular something along the lines of customizable and/or unique battle/dialogue music based on class/reputation/disposition. Overall well done, and I really love and appreciate seeing the Developers interacting so much on the forums here with players/customers. It is an unusual and refreshing thing in the current age of game development.
  21. I have created a mod for your request. They can be found on my POE2 mod git repository here: https://github.com/ExcerptNovela/Excerpt-PillarsOfEternity2-Deadfire-Mods/releases/tag/v1.0.0 The current release only contains these two mods. The mod folder named "ArquebusDealCrushDamage" modifies all Arquebus weapons in the game to deal Crush damage instead of Pierce (including the Uniques and Legendaries). The mod folder named "ArquebusNoBluntedCriticals" removes the Blunted Criticals modifier from all Arquebus weapons in the game (including the Uniques and Legendaries). Extract the contents of these folders (should only be a folder named "override") into your "PillarsOfEternity2_Data" folder. Launch the game and the changes should be present. If they are not or you experience bugs or difficulties that may be related to these mods please post back and I will attempt to fix.
  22. I would much rather 3 full-fledged DLCs in the vein of expansions (like white march) over the business models so many other companies are adjusting to (loot boxes, mini dlcs, packs of frivolous **** with no actual meaningful content). Are you really going to complain about them trying to give more content to the game (while also fixing bugs might I add there have already been several released betas to fix major bugs), when so many other companies ARE WAY WORSE? Do you really want to go down the road of discouraging practices such as these so that we eventually end up with yet another company giving zero effort into expansion content? There is room to improve, but please don't complain about the timeline of improving said content. Be thankful it is happening at all in this current modern game industry.
  23. Nice! Glad you like it Truth be told I was skeptical that people would like it, but I'm glad I was wrong. It felt almost like an intermittent song from a pirate movie. One you might hear between scenes in a film with lots of ale clinking and swinging from ropes. I would love to have some additional similar tracks for one of the future DLCs. In particular, I thought a good place to have some kind of shipboard atmospheric track or sound effects would be during the storm events on the overworld map. All around very good job with the music this go around, it is a massive improvement over the first's soundtrack (which was very repetitive in it's scope sad to say). I would like to echo the sentiments from another user about there needing to be a few areas that should have had unique soundtracks (such as the bathhouse). It might seem like a waste from a development point of view, but one thing that has always stood out to me in games that have become all time favorites is those areas where you get exclusive chills from epic music you've not heard anywhere else in the game. Some very good examples of this type can be found on late SNES early N64 video games. One of my all-time favorite games is Mario RPG (it is the first RPG I ever played to fruition back when I was 10). One of the things that still sticks with me about that game is some of the unique soundtracks for certain areas, from those with a sense of urgency to whimsy. While most areas still use the main soundtrack/themes. Some other good examples of this can be found in Ocarina of Time, though not exactly an rpg they did well with the idea of "unique" tracks to select areas which make them stand out and help one reimagine those places decades later. Just something for your consideration.
  24. Can I just say that the best music in the POE2 is hands down the ship singing tracks. I wasn't even expecting them to occur the first time which made it all the more thrilling and atmospheric. It actually made me want to stay on the ship longer lol.
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