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Everything posted by GravitonGamer

  1. They literally just added an easy way to do this. https://forums.obsidian.net/topic/107923-tutorial-adding-new-abilities-to-a-class-v410/ Copy the progression table entries for the imbue abilities, but change the subclass condition to Gunhawk. Then add the copies to the ranger progression table by following the instructions in the mod's post above.
  2. I checked the documentation and I can't seem to find a conditional that checks if a character is a specific character/companion. I have a mod that adds more AI conditions, and it's often requested to have conditions that target a specific companion, like "Target: Eder".
  3. Wow, finally! Now maybe I can go back to my subclass mods. Progression table updating has been a major drag that's why I've been lazy updating them. Thanks for this update! Now if there is a way for us to override existing progression table entries (for example, I have a subclass that disables soul whip so I have to modify the conditions of soul whip) that would be even more awesome.
  4. It's better to use an app like Visual Studio Code (which is free for Windows and Mac) that will help you search multiple gamedatabundles at once.
  5. The first two unique upgrades are not mutually exclusive for me as well. Not sure if it is intended or not.
  6. I also encountered the same issue with my battlemage using Citzal's Spirit Lance and Mule Kick. I thought it was a bug in my AI script because I set Mule Kick to a 10-second cooldown but my character kept spamming Mule Kick.
  7. I don't think that changes the amount of maximum chanter phrases. Basically I have a mod that doubles the HP of enemies and doubles all the class resources. I have found a way to implement it for all the classes except for the chanter.
  8. Is there a way to expose the starting/maximum chanter phrases for modding? I can't seem to find any game component related to them.
  9. I tried to upload my mods to Steam today by following this guide, but on the steam page of my mods, there is no title and description, and it says the file size is 0. Also, I can't seem to upload multiple mods in one session. I have to restart my PoE2 to upload another mod, which also gets the same results as above. Any advice on what I could have done wrong?
  10. Thanks for the update! Seems like we can finally make our own custom classes now with our own icons! I have a suggestion for Magran's Fires mode. If it isn't too much dev effort, is it possible to only disable overriding specific game data objects instead of disabling all mods? I'm thinking some players want to play with their UI/appearance mods. (Or like me, with my custom AI conditionals mod.) This would still prevent cheating by overriding the stats of spells/items/etc but won't force players to part with their favorite mods.
  11. Thanks for pointing that out. The expected dimensions of the various images have been added to the corresponding properties in the online documentation. Awesome, thanks!
  12. Yes, I encountered this problem with my wizard subclasses mod too. I was planning to keep them separate but ended up putting them all in one mod because of the progression tables.
  13. I made a pure caster cipher subclass mod if you're interested. I play a Hierophant with it myself. https://www.nexusmods.com/pillarsofeternity2/mods/98
  14. I like your idea and I was trying to do something similar, but the way game is coded, Druids HAVE to pick a spiritshift form during character creation. Even if you disable Spiritshift, it's awkward to be forced to choose a spiritshift form during character creation and be unable to use it.
  15. I've already made a couple of subclasses in case you guys don't know yet: Channeler (Pure Caster Cipher) https://www.nexusmods.com/pillarsofeternity2/mods/98 Martialist (Melee Wizard) Demolitionist (AoE Wizard) Spellslinger (Long Range Wizard) Hexer (Debuff/Pet Wizard) https://www.nexusmods.com/pillarsofeternity2/mods/135 I'm currently working on: Defiler (Decay/Poison Druid) - Apply poison to enemies while Spiritshifted - Deal bonus damage to enemies with decay or poison effects - Bonus spells: 1. Breath of Treason 2. Fetid Caress 3. Noxious Burst 4. Corpse Explosion 5. Malignant Cloud 6. Summon Dank Spore 7. Boiling Flesh 8. Wilting Wind 9. Corrosive Skin - Can't cast Elemental spells Future plans: Scion (Summoned Weapon/Pet Fighter)
  16. Wizards already have grimoires with unique spells and these new subclasses don't have any spell school restrictions. I don't see the need to give them more free spells when they can only cast two per power level. (Besides, they need to spend their ability points on something.)
  17. I made a mod with 4 new wizard subclasses (that don't have any school lock-outs), each focusing on a different playstyle. You can find the details in the mod page: https://www.nexusmods.com/pillarsofeternity2/mods/135 I would love to hear feedback from you guys about the subclass design/balance as I didn't have a lot of time to playtest all of them. Also, I need advice form modders/devs why some of the abilities don't seem to work as expected, such as: - Chill Fog AoE doesn't seem to be affected by the AoE Multiplier status effect - Cast speed reduction seems to have diminishing returns? Seems like the bonus reduction isn't as effective as the numbers suggest - Beneficial status effect duration multiplier doesn't seem to work when I set it to apply to say, Enchanting keyword abilities
  18. I just uploaded this mod I made just for fun. I haven't or plan to test it for balance, but I just want you guys to know that I haven't survived the first cave with complete Berath's blessings on PotD. Check it out below: https://www.nexusmods.com/pillarsofeternity2/mods/134
  19. Thanks for this. As a modder, this is exactly what I needed to know. Good job with all the changes! Even though I have to fix some of my mods, these changes will make any future modding much faster. I just want to ask though, for the textures, where can we find the recommended image dimensions for each texture type? There aren't any examples in the exported folder last time I checked.
  20. Yes this happens to me a lot too. At first I thought it was one of my mods but after removing them all it still happens. Ususally what I do is I just quit to main menu then load the save again. This usually works until I encounter the issue again.
  21. Enums and Guids aren't interchangeable - enums are represented as strings in all data (e.g. "Wizard"), while Guids are guids. The reason you've seen the different signatures is that this function was recently changed to expect the Guid of the CharacterClassGameData object of the class you want to check rather than the enum name. The old signature Boolean IsClassAccruedResourceCount(Guid, CharacterClass, Operator, Int32) will not work anymore. This change is happening globally in 1.2.0 to make it possible to create new classes in mods. Thanks! That's exactly what I needed to know! I already updated my mods to use Guids instead.
  22. In the documentation, I noticed that some functions are using Guid like: Boolean IsClassAccruedResourceCount(Guid, Guid, Operator, Int32) But previously, I have seen the same function being used as: Boolean IsClassAccruedResourceCount(Guid, CharacterClass, Operator, Int32) Which makes me want to ask: When can we use enums to replace guids? (If it is still supported.)
  23. The entry count in the stringtable files isn't used. You can ignore it in your mod.
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