Everything posted by zilbest
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[Need Help] Create Scaling Bomb Throwing Procs on Attack
I could make it worked already if you don't mind the damage doesn't show on the combat log since I will apply it using Damage StatusEffect (like you can't see Bleed data on your enemies in combat log). I was hoping to give the scaling damage on the AoE data so it could be tracked.
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[Need Help] Create Scaling Bomb Throwing Procs on Attack
I know, I remove the link for Damage StatusEffect since I was hoping to give the damage only from AttackAoE data (which is not scaling). The damage from StatusEffect data is already scaling but sadly it can't be shown in combat log, even though it works. I have tested this and it scales. My Eder with 15 Explosive skill can give 135 damage with that StatusEffect but, again, it's not on the combat Log. Sorry, I should've update my 2nd post about the StatusEffect linked to the AoE not working. I've made it work with the SE. I was hoping to give the damage to the AttackAoE data only (without Damage SE) since it's shown on the combat log and it's smaller (more tidy).
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[Need Help] Create Scaling Bomb Throwing Procs on Attack
Hey, thanks for replying... This is the gamedatabundle that I created. I have put the keyword on the Attack data because I just modify it from "Bomb_Grenade_Ability_AoEPrimary" entry but the damage is nowhere near the Grenade ability if I throw it manually. trinket_for_eder.txt
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Patch 1.2.0.0028 Hot Fix Patch now on Beta
Thanks god, I haven't download it... LoL.. thanks for the info mate!
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[Need Help] Create Scaling Bomb Throwing Procs on Attack
Just an update, I've tried to create new AoE with StatusEffect which contain Damage, scaling with Explosive, but it seems the StatusEffect isn't called at all. Should I post my all lines here or is there any mod that I can peek in the Nexus?
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[Need Help] Create Scaling Bomb Throwing Procs on Attack
Hey guys, I really like creating procs for ItemMods. Right now I'm trying to create another ItemMod that can allow me throw bomb when Attacking (with chance of course). I've managed to do that by creating StatusEffect with AttackTargetOnEvent / AttackEnemyOnEvent and link the AttackID of vanilla GrenadeAoE. However, my problems is the damage of that Bomb is not scaled with my Explosive skills. The Damage of that procs bomb even smaller than listed on the Attack data. So, the question is how can I create the procs with scaling damage? Anyone can help me?
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[Mod] No Friendly Fire
zilbest replied to SiliconMage's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Nice! Now I am also curious what kind of changes you do with it...
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[Release] Zilbest's Citzal Armor and Sword
I've decided to release my mod for anyone who may have the same taste as me: being overpowered, but not boring. The sword and the armor have new abilities and status effects. Here is the details of the equipment. Zilbest Citzal Sword: One Handed Sword Tiny Damage (5-10 Slash / Crush - 9 Penetration), 2.0 sec base Recovery Without any enchantment upgrade (Fine, Exceptional, Legendary). Item Mod (Effects): Normal attack has the same range (template) with Whispers of the Endless Path. 50% Misses converted to Grazes, 50% Grazes converted to Hits 25% Chance of AoE Heal on Graze, Hit, or Crit (uses heal from Flames of Devotions - Kind Wayfarer) 50% chance to add 1 Power Source on Scoring Hit 100% of Damage Dealt returned as Healing Grants Healing Chain (new abilities but the template is from Paladin's Healing Chain). Enormous range and give prevent death. See screenshot for details. The idea of this sword is for a tanker / healer / support. It has very fast recovery so you can heal quickly if needed. You could also spam your abilities since every attack (not just normal attack) can give you 1 resource of any class. Zilbest Citzal Armor: Light Armor 5 Armor rating (can't be upgraded) Recovery Time: +25% Item Mod (Effects): 25% chance to negate next recovery on attacked Grants Dragon Leap (new abilities but the template is from Bounding Boots' Leap). Beside giving Daze affliction, also Pull enemies to you on landing. See screenshot for details. 50% chance to heal on being damaged 25% chance of Pull of Fury on getting hit (combination of Pull and Heart of Fury, Large Range). Believe me or not, you still can die on POTD with this armor. I don't play the game on below POTD. The fun thing about this armor is it has 2 pull abilities. There are many abilities with Push effect but only some of them have Pull effect. This way, you could easily gather your enemies. It's also fun because you need enemies (a lot of enemies) attacking you to dish damage. Pull of Fury ability also use Full Attack of your equipped weapon(s). So, build it around with any weapon that can proc abilities, or my weapon. The link on the Nexus.
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[BUG 1.2] Impossible to set up Custom AI Behaviours
You could try a workaround that I post on this thread: https://forums.obsidian.net/topic/103308-12-behavior-editor-is-broken
- [Tutorial] Modding Basic Concepts
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[Mod] No Friendly Fire
zilbest replied to SiliconMage's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Lol if you know how to do it... This mod is easy to do but really tedious since you have to edit each spell attack data one by one. If I'm not mistaken, there are 67 spell entries on this mod. Creating partial damage will require at least double of that amount entries. I try to update this myself for 1.2 version and I am too lazy to update them all, but just spells I use.
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Mods not working after Patch 1.2
zilbest replied to Kbittala's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Yes, any kind of ability and class progression is broken with 1.2 patch. Other mod which add new items, including new ItemMod and StatusEffects, is still working. I've tested this with my own new armor mod.
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[1.2] Behavior Editor is Broken
zilbest replied to Loub's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)For those who has this bug, you could try to access the Custom AI Screen directly, by right-clicking the icon on the bottom left of the screen (three icons where you could choose between AI: Off, Auto Attack Only, and Custom AI), not from Character Sheet or Inventory Screen. I just tried that and it works. I just remembered that the character sheet is sometimes broken by not showing attribute breakdown. If you guys could also do this than the real culprit is the menu screen which can't deliver AI screen correctly.
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[1.2] Behavior Editor is Broken
zilbest replied to Loub's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Damn, I also have this bug as well... it's really annoying. Someone also post this bug when 1.2 is still Beta and yet they haven't solved it... Someone also post this bug on Steam Discussion. It's really annoying since this Custom AI is one of my favorite features.
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Are the Companions Really THAT Bland?
zilbest replied to Cyrus_Blackfeather's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)I don't think companions are bland at all. On the contrary, they have their own characteristics and strong unique features. Although, I agree with most of you here: it's not one of the best feature from PoE franchise compared to other RPGs I played, or even very weak. It just 'bland' is not the correct term. Aloth is definitely underdeveloped considering there are choices about Iselmyr. Pallegina is just annoyingly egocentric in here compared to the first game. Serafen, Xoti, and Tekehu are so-so in terms of characteristics. While Maia and Eder is quite interesting. IMHO, these are 3 big problems with companions in Deadfire. 1. Not enough time / contents to explore their story / characteristics deeper. Compared with D:OS franchise where every companions has deep quest. Even Tyranny has better expositions on each companion (compared to Deadfire). 2. They are not relevant / related to the bigger picture. Compared with Alistar in DaO, Miranda in ME, Isabella in DA2, or many other companions on Bioware's games. 3. Since Obsidian is previously make 1 in 2 games (with Bioware), maybe they should find a great writer who has experiences in writing sequels. Because, as many of you said here, the characters between PoE 1 and 2 seems disconnected.
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Immediate Patch Needed: Disabling AoE VFX Option
zilbest replied to zilbest's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Wow... even 1080 is suffering? Then this option to disable VFX is really needed for a quick fix. Sadly, it could be faster to ask modding community than the developer.
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Immediate Patch Needed: Disabling AoE VFX Option
Granted I don't have GTX 10 Series or latest Radeon graphic but I have a GTX 780 which is enough to run Witcher 3 or GTA V on 50-60 fps (with many tweaks). Here? It's a cRPG dang it and I, for the love of Berath, suffer from under 20 fps on combat with many AoEs. I have tried so many graphic option combinations but it doesn't change anything in AoEs-full battle performance. I just wish there will be a quick patch that allow us disabling any VFX. I don't care with eye-candy effects anymore and certainly don't hope for a miracle that suddenly everything runs smoothly and beautifully. Since I don't put too much hope in fast response or implementation from Obsidian, could anyone modding-savvy help me make a mod that can disable AoE VFX?
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Caster lovers, how do you deal with the 3-4.5sec casting times?
I just pump INT to max and PER for accuracy. My Dex is only 15 for my Sorcerer. But I don't care for slow casting because I won't be interrupted. The key is getting all enemies near death and predict their location while wearing Rekvu's helmet (IIRC) - the one that makes you immune to interruption while having an injury.
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Much point to a Sorcerer?
I'm playing Sorcerer in my 2nd run and I'm having a blast. I don't think it's redundant because Druid spells could have some great support and DoT spells. Druid spells, IMHO, also more versatile than Priest. Compared with my Singleclass Wizard Aloth, I'm more versatile in many situations. I could cast more spells too since the number is doubled. Also, I could have build equipment specifically for caster. My key equipment is Rekvu's helmet (IIRC) actually since I won't be interrupted when casting. I just need to keep an injury.
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Fun Martial Class for Multiclasses with Wizard?
Sorry, I meant Wizard + Priest lol... My brain and thumbs didn't synch. I'm already having a blast playing Sorcerer in my 2nd run. Does Priest's spells get good in this 1.1 patch? I think I saw some faster casting buff but some nerfs too.
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Fun Martial Class for Multiclasses with Wizard?
Does Priest also have similar kind of restrictions with Paladin's disposition for RP side? I was thinking to make Wizard + Druid too actually.
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Fun Martial Class for Multiclasses with Wizard?
If I can, I prefer to be the support / tanker / debuffer actually. Since I've been the DD for the first 2 runs and I think it could be more challenging and fun if I had to use my team to deal damage.
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Fun Martial Class for Multiclasses with Wizard?
Thanks Sheyde... I definitely can imagine the build and it's certainly intriguing. Let's see if others also have more ideas..
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Fun Martial Class for Multiclasses with Wizard?
What kind of abilities do you recommend for the Rogue if I want to be a debuffer?
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Fun Martial Class for Multiclasses with Wizard?
I see.. thanks for an idea. I guess Hellwalker Wizard will be some sort of Glasscannon AoE so I have to use scepter again. I still incline to the idea of Tanker-Off Tank / Debuffer since my Sorcerer is also Glass Canon AoE. Sorry, my reply has to be approved before. Let me check about the conjurer weapon. Certainly it's new to me since I've never considered it before.