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ferzal

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Posts posted by ferzal

  1. With the doco out I thought I'd revisit this.  Enemy AI appears to be hidden now where it wasn't previously.  I looked through the documentation a bit and found a lot of interesting stuff but also came out with a load of questions and confusion that I'll need to play around with to sort out.

     

    The doco appears to me to suggest that I can't really manipulate enemy AI even on a very temporary basis.  The targetting preference scripts like HasStatusEffect(Guid) would seem to apply to party AI scripts.  Can anyone think of a way to push this onto enemy AI so that it targets things with given status effect(s)?

  2. I did note that dispositions were key but you can only play off an order against a deity (or vice versa).  You can't play off deities against each other (obviously the game wasn't designed that way so it makes sense).

     

    Whilst it does give me a little leeway to prevent a new subclass type X (paladin order) from Class A multiclassing with subclass type Y (deity) from Class B or subclass type Z (deity) from Class C it's not possible to lockout a multiclass of BY-CZ (deity-deity).

     

    It would be absolutely fantastic for balanced modding if we could easily mark conflicting subclasses (including no subclass) for mods with significant subclass changes.  Thanks for noting that.

  3. More on this in case anyone was wondering:

     

    The priest-paladin subclass exclusions only work for those classes and only affect each other - not themselves (that I could see anyway).  You can create a subclass that "pretends" to be a paladin or a priest in part of the character code which will affect what subclass of the other type you can choose.  I have not (yet) tried playing these pretend-subclasses off against one another on non-paladin/priests.  If it works then it can provide some very limited control.

     

    Pretending to be a priest whilst actually being something else may allow you call on the deity stat (or paladinorder for a pretend paladin).  I have not tested for this at all but, if so, it could allow you to apply disposition bonuses/penalties to other classes.  Or it may  break the game...

     

    I'll probably have more info further down the line because I may dabble a bit with this even though it is not what I was looking for.  I don't think it's currently possible to do exactly what I wanted.  Paladin and Priest have hardcoded components (such as the subclass string mentioned in an earlier thread relating to the Priest of Rymrgand mod).

     

    To become a pretend Priest/Paladin simply link a new subclass of either type to the main class UUID of your choice. ("ForClassID": "UUID",).  You will need to leave the subclass string alone or set it to invalid.  You can also create a new order or deity disposition.  And then hope it doesn't break the game somewhere (I will be testing this more).

  4. Is this hardcoded or can I manipulate it?  For example if you choose a Priest of Magran and attempt to multiclass with Paladin I believe Bleakwalker becomes the only option available.

     

    I want this behaviour but I want to be able to further manipulate it for some other classes for an experimental mod I'm working on.  For example I'd like only certain subclasses to be available when creating a Battlemage.

     

    It could be staring me straight in the face but nothing jumps out in the pt or char bundles that hints at how the game is handling this if it is moddable.  I can override existing paladin and priest subclasses to get the right combos for Templar but can't see a way for other multiclasses.

     

    I don't want to reduce options for the sake of it but to prevent a couple of potentially OP combos or totally mismatched (lore etc) subclasses.

     

    Otherwise I'll have to make brand new classes that mimic multiclassed options (which will probably be a huge headache for conversation checks etc).

     

    Edit:  Nevermind.  It would seem that the lockouts occur based on disposition clashes between paladin orders and deities.  I might try giving a non-Pal/Priest dispositions via orders/deities/straight personality objects or a new object and see if I can cause similar clashes to achieve the result.  I'm not sure if I could make a new object such as.. let's say.... different types of thieves guilds for rogues actually level up in score but it would be an interesting twist on game mechanics if possible.

  5. As per Title:

     

    Is there a way to temporarily force a hostile target to attack a target of your choice? Or at least move that priority to the top of the list.

     

    I'm messing around with some ideas.  A target (friendly or foe) can have a "hit me" status effect on thrown on them (new made-up GUID effect).  Is it then possible to force a hostile target to attack something with that affliction?

     

    There are a few ideas behind this: 

    -A general very short taunt (possibly OP) for tanks. 

    -A "backfire" on spells/attacks or penalty for using a powerful spell/attack (equivalent to gaining threat in other types of games)

    -Afflict a hostile target with the status and have its allies turn on it (might not be possible without charm but could factor that in).

    -Chaotic effect that could apply to friend or foe with "wild magic" mods.

     

    I can "kind of" edit ai behaviour (I think) for some enemies and have them favour a target with status "x" (I think) but that's a LOT of reworking without an obvious override for all hostile characters.

     

    Any clues here?

     

     

  6. Use something like jq to take a slice through the bundles. That won't be definitive but it'll at least give you a map of what values are used for a given field.

     

    If you need help for a particular field value I can do this for you too, if you like.

     

    i've got a list from the exported section but I have a feeling that wouldn't be the complete list.  i haven't unpacked the unity bundles to see what's in there or "other" places to check for values etc though.  If someone had a complete list for values that would be good (example all values for statuseffecttype) or if we can create our own somehow (I'm not at this level yet).

  7. Part of my post was censored because of no spaces in code but did you try it with "Requires Hit Object" (remove spaces lol) set to false?  I'm not sure what that links to myself.  I'm still digging and playing around with the parameters to see what affects what.

     

    Other than that, to avoid the overlapping targeting, you would need to set up some conditional behaviour and I haven't got there at this point.  Someone around here will know so stay tuned. 

     

    I really wish we had some documentation.  I don't care how rough it is.... even just a list of all valid parameters etc that may not appear in the exported files. 

  8. I haven't tested this at all but was curious.  Would AttackOnImpactID:"guid" work?  Does it require a hit or just the spell to "impact"?  I'm not sure if Require****Object":"false" is relevant here but I'd probably try coupling them and see if it fires on miss otherwise your idea with ExtraAttackID is the only simple solution I can think of.

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