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Armakoir

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Everything posted by Armakoir

  1. Status effects don't have icons; what you're actually seeing for an SE is the icon for an ability or item. If "HideFromCombatTooltip" is false, then you should see the little tiny Item's icon in that character's ability bar. And when you hover over those icons, you should see the status effects associated with those abilities or items.
  2. I could really use a "IsWeaponEquipped" conditional that checks for a guid. Even better, I could use an "IsWeaponEquippedInPrimarySlot" and "SecondarySlot" that conditions a certain guid, not simply true false. "IsItemEquipped" does not work because it does not look for "WeaponGameData". Best.
  3. The problem here, from a coding perspective, is that you can't control which class the player chooses first during character creation. So, there are probably not hard coded functions to limit a class based upon another class. I do think implementing this restriction is possible, but it will probably involve a fair amount of work. I'm also not exactly sure how you'd go about that work yet either. If, ultimately, certain class options cannot be restricted, then another approach is to gimp that restricted class so that there's not motivation to select it.
  4. I have released this mod onto Steam and will be releasing it onto Nexus this weekend. I was able to (somewhat) get around the creation order of characters and the problem with not seeing some passive abilities during class selection by creating a "passives cyclopedia" at the very beginning. Hopefully this will provide enough information to the player to made informed decisions. Passives are still a work in progress, but I'm liking how it's coming together. I think there just needs to be MORE passives
  5. Looks good, the only thing I suggest trying is keeping the elongated json format and moving the DebugName and ID up to the line below GenericAbilityGameData. I don't know for sure that this causes a problem, but I feel like it does (from my first few days of modding POE2).
  6. There are status effects that disable abilities based upon a condition. You could deactivate this status effect when in spiritshift and reactivate in human form. These status effects would work for all abilities regardless of class, but I would suggest a less extreme design. But that means modding individual abilities. For individual abilities, you would work in ActivationPrequesite with the HasAbility conditional using GUID of the ability granted by a spiritshift.
  7. Regarding passives. At present I've expanded the number of "generic" passives from ~53 to ~80. In particular, I've doubled the number of straight defense bonuses and split the weapon related passives into three each. I'm also in the process of incorporating hidden and new backgrounds into the cultures list. The UI only allows 17 backgrounds, so that'll be the number available for each Culture. Here's a current chart of which passives are associated with which background. I'm planning to add (hopefully unique) passives to each of the cultures. Also, the wizard and priest do not really have (interesting) class specific passives, so I might try to create some (though they might not make it into an initial release).
  8. Overall, looks pretty good. I'm not in a place in game that I can test your changes though. Here's a zip with three changes: Deleted a hanging comma on line 136 Changed the file extension to "gamedatabundle" instead of "json" Added an items.stringtable for you to work with Don't worry about compressing your files or changing them back to that less readable format. They work just fine like this. DoC Breastplate On Killing Harmke (arma).zip
  9. 1. You can attach files here via the "More Reply Options". 2.There is a tutorial about stringtables. I think it's stickied.
  10. Peardox posted some prettified json files here: https://forums.obsidian.net/topic/103556-exported-prettified-json/ There's also a JSON plugin that can be added to Notepad++ that allows you to "sort" the compact files into something more readable.
  11. The Right Way is only getting it to work in game like you want. At the moment you take a drug, there is a "crash status effect" that is applied. This status effect is technically active, but it doesn't tangibly effect the character. However, it does have a further trigger: OnClear. When this event happens (when the positive drug effects end), another status effect is applied. This OnClear event triggers the application of the real "crash status effect" that applies the detrimental crash effects of taking that drug. My further explain felt confusing, so I deleted it. I can help more though.
  12. I think you would have to modify individual armor entries. But the shortcut is putting an ActivationPrerequisite on the Shifter abilities such that they don't allow usage while wearing Light, Medium, and/or Heavy armor. https://eternity.obsidian.net/game-data-formats/conditionals#IsArmorTypeEquipped
  13. This setup is not ideal, I agree. The biggest issues I'm having with reorganizing passives is informing the player via the UI and within the UI. This is actually the third approach that I've tried. I think the solution is ultimately multilayered and multidirectional unlocking of passives mixed with some kind of notification before class selection. Right now, for example, the only source for Two Handed Style is Backgrounds but it can be developed to be unlocked via additional means. I also think Backgrounds can be expanded and tweaked so that (if a mod like Backgrounds Unlocked is not used) all the generic passives are covered by the limited backgrounds per race.
  14. In lieu of starting a new thread, I'm resurrecting this one. This thread will function as both of linkable repository of more specific information and a place to discuss possible large (and small) changes. For details regarding what changes this mod implements, visit the mod pages on Nexus or Steam. This edited post, in particular, will be my general rambles about design goals and approach. As the mod descriptions say: The goal of this Project is to provide more character options, ability choices, and meaningful depth during character creation and progression. There's really two halves to this mod: new subclasses and new abilities. New subclasses are fun and rather easy to mod; it's just a matter of brainstorming interesting ideas. New abilities, however, are a little more difficult and time consuming. WIP
  15. This is because when the PT is in the override, it isn't being loaded and it reverts back to the vanilla PT. So, there's an issue in your PT somewhere.
  16. In the "Spiritshift_Bear_Shifter" ability you're looking for these parameters: "UsageType": "PerEncounter", "UsageValue": 1, Edit, ahhh per level. I'll get back to you.
  17. This conditional says: "this ability can be chosen if you are NOT a Watershaper AND you are NOT an Animist" I think you have your conditionals reversed. Keep one of the entries you have and replace the ID with the Shifter. It should then say "if you are NOT a Shifter then this ability can be chosen"
  18. Hey, sorry for taking so long getting back with this. Check the attached file. I think it functions like you want, including being limited to level. Let me know! arma.zip
  19. The visibility conditions of the progression table only effect when that ability becomes visible IN the progression table, and not when it becomes visible on the ability bar. Here's what I'm trying to accomplish: the Fighter can only use certain abilities when he is in the appropriate fighting stance. Accomplishing this is easy and straightforward: use the ActivationPrerequisite of the ability and make the stance's status effect the condition. The problem here is, I want to work towards cleaning up the ability bar and this method does nothing towards that. Here is how I have it built. 1) An entry in the progression table that references a "ghosted" copy of the ability 2) The ghosted-copy is identical to the unghosted-copy of the ability apart from "HideFrom...." being True. (See note below) 3) Created a ChangeFormEffectGameData status effect that grants the unghosted-copy of the ability 4) Created an ActivationPrerequisite on this ChangeForm status effect that requires having the ghosted-copy of the ability 5) Attached this ChangeForm status effect to the status effects of the fighting stance modality It functions perfectly. When you activate the stance AND you have unlocked the ability, the ability populates the ability bar and can be activated. When you deactivate the stance, the ability disappears. Rinse and repeat. The problem is this: the ghosted copy of the ability is ALSO on the ability bar the entire time despite HideFromUI being true. Note: I need the ghosted-copy of the ability to be an Active ability for two reasons: (1) because I want the player to see the statistics of the ability in the progression table and (2) if I change the ghosted-copy of the ability to be a passive, it disappears or draws a line across the screen because the Ability Tree UI cannot handle mixing linked active and passive abilities. Edit: I've "ghosted" lots of abilities thus far. But those have all been passives. This is the first time I've needed an active ability to be ghosted. If HideFromUI functioned fully for Active abilities, I would be sitting pretty. And so would the ability bar. Maybe this is a bug that was never found because what kind of crazy person would Hide an active ability?
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