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Everything posted by Kexby
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Avoid Ship Combat Mod
Kexby replied to Kexby's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Heheh different strokes for different folks . I've found something else as well: So I'm going to increase: "IncompententDeckhandsMovementMultiplier": 0.5, to 100. Let's see how that works . -
Avoid Ship Combat Mod
Kexby replied to Kexby's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Oh I like that idea! If I raise all my base stats: "BaseStats": [{ "ShipAttributeType": "CombatSpeed", "StatValue": 50 }, { "ShipAttributeType": "SailHealth", "StatValue": 20 }, { "ShipAttributeType": "HullHealth", "StatValue": 60 }, { "ShipAttributeType": "TravelSpeed", "StatValue": 0 }, { "ShipAttributeType": "Hittability", "StatValue": 50 } To 200, do you reckon that would scare them away? Thanks for the suggestion Peardox -
Avoid Ship Combat Mod
Kexby replied to Kexby's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Well, that certainly improved things. I encounted another hostile ship and selected the 'retreat' option, which failed (I have no idea why) maybe using both CombatSpeed and RetreatDistance would work But anyway, this time, when I selected 'full sails ahead' or whatever it's called, I was able to escape combat in the first round. It's not ideal, but it's bearable. If I can't find a better solution, then I guess I can live with it (anything is better than being forced to endure that god awful combat ). -
Avoid Ship Combat Mod
Kexby replied to Kexby's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Oh! I think I might have found what I'm looking for. In ShipDuelSettingsGameData there is this entry: "RetreatDistance": 600, I'm going to try lowering it to 10 and see if that works. -
I agree with you Matt, I hate being a pirate. That's not how I want to roleplay the game at all. I don't like being the 'Watcher' and savior of the world either (but that's another topic). I find myself being forced to do things that don't suit my character and it really bugs me. It's not enough to stop me playing, but it's irksome none the less. I played Skyrim with the 'Skyrim Unbound' mod and it was glorious! I've never enjoyed the game more than when I wasn't the Dragonborn and I could just make up my own story and background. The roleplaying freedom was wonderful. So if they ever make PoE3, I hope they'll consider adding a bit more freedom to the game.
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I know a lot of people love ship combat, but sadly, I'm not one of them. I would like to completely disable it, but I don't think that's possible (if it is, then please tell me how, cause that would be ideal). So what I would like to try instead, is to make it so that my ship never fails when I choose the 'retreat' option at the start of combat. Then I'll just run away and hopefully never have to fight another ship again. So I'm thinking that changing my ship's speed might do the trick. I've found the entry for the Defiant in ships.gamedatabundle: { "GameDataObjects": [ { "$type": "Game.GameData.ShipGameData, Assembly-CSharp", "DebugName": "SHP_Defiant", "ID": "eca0c9d7-0cd0-47b3-b820-15caf39e7ed0", "Components": [{ "$type": "Game.GameData.ShipComponent, Assembly-CSharp", "ShipPrefab": "prefabs/ships/shp_dyrwoodan_sloop_b.prefab", "NameplateFBX": "art/ships_new/props/name_plates/name_plate_sloop.fbx", "ShipType": "Sloop", "WorldMapModelVisualData": "art/ships_new/wm_tokens/a_wm_sloop_a.asset", "MinimumCrewSize": 5, "Slots": [{ "UpgradeType": "CannonsPort", "Locked": "false", "DefaultItemsIDs": ["00000000-0000-0000-0000-000000000000", "00000000-0000-0000-0000-000000000000"] }, { "UpgradeType": "CannonsStarboard", "Locked": "false", "DefaultItemsIDs": ["809d73ca-bece-4682-b531-0d91ed5d4722", "809d73ca-bece-4682-b531-0d91ed5d4722"] }, { "UpgradeType": "Hull", "Locked": "false", "DefaultItemsIDs": ["00000000-0000-0000-0000-000000000000"] }, { "UpgradeType": "Sails", "Locked": "false", "DefaultItemsIDs": ["00000000-0000-0000-0000-000000000000"] }, { "UpgradeType": "Flag", "Locked": "false", "DefaultItemsIDs": ["12e3b9ba-6985-4f13-a44f-d4b54fa1e82b"] }, { "UpgradeType": "Misc", "Locked": "false", "DefaultItemsIDs": [] }, { "UpgradeType": "Wheel", "Locked": "false", "DefaultItemsIDs": ["00000000-0000-0000-0000-000000000000"] }, { "UpgradeType": "Lantern", "Locked": "false", "DefaultItemsIDs": ["00000000-0000-0000-0000-000000000000"] }, { "UpgradeType": "Anchors", "Locked": "false", "DefaultItemsIDs": ["00000000-0000-0000-0000-000000000000"] } ], "Actions": [{ "Action": "None", "IsAvailable": "true", "Duration": 1 }, { "Action": "SailFull", "IsAvailable": "true", "Duration": 1 }, { "Action": "SailHalf", "IsAvailable": "true", "Duration": 1 }, { "Action": "Board", "IsAvailable": "true", "Duration": 1 }, { "Action": "Hold", "IsAvailable": "true", "Duration": 1 }, { "Action": "TurnStarboard", "IsAvailable": "true", "Duration": 1 }, { "Action": "TurnPort", "IsAvailable": "true", "Duration": 1 }, { "Action": "TurnReverse", "IsAvailable": "true", "Duration": 1 }, { "Action": "FireCannons", "IsAvailable": "true", "Duration": 1 }, { "Action": "Report", "IsAvailable": "true", "Duration": 1 }, { "Action": "BraceForImpact", "IsAvailable": "true", "Duration": 1 } ], "MovementEffects": [{ "MovementType": "Stationary", "VisualEffect": "prefabs/effects/environment/ships/fx_sloop_stationary.prefab" }, { "MovementType": "Sailing", "VisualEffect": "prefabs/effects/environment/ships/fx_sloop_moving.prefab" } ], "WorldMapMovementEffect": "prefabs/effects/environment/worldmap/fx_wm_sloop.prefab", "MinimumDeckhandRanks": 2, "MinimumHelmsmanRanks": 1, "CrewJobs": [{ "JobType": "None", "Count": 1, "DefaultCrewIDs": [] }, { "JobType": "Captain", "Count": 0, "DefaultCrewIDs": [] }, { "JobType": "Boatswain", "Count": 0, "DefaultCrewIDs": [] }, { "JobType": "Navigator", "Count": 1, "DefaultCrewIDs": [] }, { "JobType": "Helmsman", "Count": 1, "DefaultCrewIDs": [] }, { "JobType": "Deckhand", "Count": 2, "DefaultCrewIDs": [] }, { "JobType": "Cannoneer", "Count": 2, "DefaultCrewIDs": [] }, { "JobType": "Cook", "Count": 1, "DefaultCrewIDs": [] }, { "JobType": "Surgeon", "Count": 1, "DefaultCrewIDs": [] }, { "JobType": "Reserve", "Count": 3, "DefaultCrewIDs": [] } ], "BaseStats": [{ "ShipAttributeType": "CombatSpeed", "StatValue": 50 }, { "ShipAttributeType": "SailHealth", "StatValue": 20 }, { "ShipAttributeType": "HullHealth", "StatValue": 60 }, { "ShipAttributeType": "TravelSpeed", "StatValue": 0 }, { "ShipAttributeType": "Hittability", "StatValue": 50 } ], "SupplyLimits": [{ "Type": "Ammunition", "Count": 100 }, { "Type": "Medicine", "Count": 100 }, { "Type": "Repair", "Count": 50 } ], "ShipName": 750, "ShipTypeName": 3305, "ShipTypeIconMetal": "gui/images/ingamehud/ships/icon_ship_sloop.png", "ShipTypeIconParchment": "gui/worldmap/citymap/ic_garage_sloop.png", "ShipPortrait": "gui/nonatlased/ships/icon_ship_preview_sloop.png", "Defenders": 4, "SailsMajorColor": { "A": 1, "R": 0.8235294, "G": 0.8235294, "B": 0.8235294 }, "SailsMinorColor": { "A": 1, "R": 0.2235294, "G": 0.5490196, "B": 0.2627451 }, "ShipNameColor": { "A": 1, "R": 0.9372549, "G": 0.8, "B": 0.4823529 }, "HullColor": { "A": 1, "R": 0.2235294, "G": 0.5490196, "B": 0.2627451 }, "RTPCValue": 0, "CloseToBoardDamageMultiplier": 1, "CloseToBoardDefensiveDamageMultiplier": 1 } ] } ] } Would changing the following value: "ShipAttributeType": "CombatSpeed", "StatValue": 50 To something like 200 achieve the desired result? If not, then I would really be grateful for any advice. Cheers.
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I've just endured my first ship combat. It was absolutely dreadful! I hated it so much that I actually didn't finish it, I used ctrl+alt+del to quit the game in the middle of it. I've heard that this 'feature' is supposed to be optional and you can completely avoid it if you want to. But I've searched through options and the ship's settings, but I can't find any way to disable it. Does anybody know?
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This is something that concerns me too, but not for the reasons mentioned. I'm one of those people who HATE Steam! I will never use it, not for any reason. So any mods that are released on Steam Workshop won't be available to me I'm using the GOG version of the game and at the moment everything is great, I can download mods from both Nexus and the forum without any problems. But in the future, it looks like I'm going to be excluded from some mods and that bothers me. As for stolen content, this has happened to me. I'm more of an artist than a coder and I've had my artwork taken and used without my permission. It annoys me, but I've learned to deal with it (I try to see it as a compliment, that somebody liked my work so much they thought it was worth stealing ). But all of my content (mods and otherwise) will always be free. So if the person who 'borrowed' my content uses it to create free stuff that they share with the community, then fair enough. But if they try to sell my content as their own and make a profit from it, then that's another matter.
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First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Thank you so much Maplejar, I'll definitely look into this. Anything that can point out my mistakes would be a real blessing . -
First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
That will be a huge help Peardox. Let's see if I've got this right. // This is a single line comment /* This is a multi line comment that uses more than one line */ You said the // single line comments could break some code types. So would it be better to just use /* */ for all comments, single and multi? -
First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
That would be fantastic! We definitely need more tutorials. I really hope Kilay gets time to expand this tutorial, cause I'd love to take my mod even further and really make it unique . Once I have more experience and know what the heck I'm doing, then writing tutorials is something I really enjoy doing (I love to teach). And I like to share what I've learned with others (it actually helps me to learn if I write it all out). I just need to figure out how to use Slack (it's a bit complicated ). -
First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
You're right Kilay, I shouldn't have flooded Peardox's thread (I'm sorry Peardox). I just thought, if I posted my progress here on the official forum (instead of on Slack), then other beginners could follow it and hopefully learn something from it. But I think I'll use Slack from now on (I just need to get the hang of using it ). -
First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Aha! Yep, I found it. The first ID is for Inaccurate, so I simply deleted it (which did the trick, my blunderbuss no longer has the Inaccurate modifier ). Well, I actually think I'm finished with this mod. Yay for me! And BIG thank you's to everybody who helped. You guys are awesome! Here's the final BadAss.gamedatabundle (if anybody is interested): { "GameDataObjects": [{ "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Blunderbuss_U_BadAss", "ID": "ea4de19d-d80c-4e66-9e33-8818a1e038a3", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 66650, "DescriptionText": 66651, "FilterType": "Weapons", "InventoryAudioEventListID": "57518815-1aa8-49c2-8ee0-0d361b26fd66", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 35, "IconTextureSmall": "gui/icons/items/weapons/blunderbuss/blunderbuss_01_s.png", "IconTextureLarge": "gui/icons/items/weapons/blunderbuss/blunderbuss_01_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Blunderbuss", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/blunderbuss/a_blunderbuss03_v01.asset" }, "ItemModsIDs": ["7d7b81f7-7322-441f-a366-5d15d30379f5", "2dcb5f72-2a69-45c6-a438-3e93a58459a5"], "OnEquipVisualEffects": [], "RestrictedToClass": [], "RestrictedToPlayer": "false", "ProficientAbilityID": "f5a2eb61-8c11-41ab-9832-5ad182e5b368", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericanimateditemrenderer.prefab", "ItemModel": "", "AnimationController": "art/animation/animationcontrollers/weapon/w_pistol.controller", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "OneHanded", "AnimationStanceID": "ddeda306-872b-4d63-8032-fbaf359d0ed2", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "75e41a87-9eb2-4062-8127-f8f2b121a9e3", "NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "" }, "ScabbardRendererPrefab": "", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] },{ "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "DebugName": "Blunderbuss_BadAss", "ID": "75e41a87-9eb2-4062-8127-f8f2b121a9e3", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["f25230f4-fca2-44af-b745-03f026152459", "1b6d77c8-1155-4d49-9c7c-548716f0d409"], "AttackDistance": 88, "MinAttackDistance": 0, "AttackVariationID": "7da22f9e-cd53-4546-86cc-c2d150df72cb", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "039ef4b4-eeb3-42d3-9817-a8df05c53515", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 666, "PenetrationRating": 666, "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "None", "Minimum": 666, "Maximum": 666, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [{ "VisualEffect": "prefabs/effects/items/weapons/fx_action_flash_launch_01.prefab", "AttachPoint": "Fx_Bone_02", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnAnimEvent", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_muzzle_flash_launch_blunderbuss.prefab", "AttachPoint": "Fx_Bone_01", "AttachObject": "Caster", "AttachMode": "PositionRotation", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_arquebus_smoke_linger.prefab", "AttachPoint": "Fx_Bone_01", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" } ], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "Fx_Bone_01", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 4, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0 } }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 4, "IgnoreMagicDefense": "false", "ProjectileConeAngle": 11, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 88, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } }, { "$type": "Game.GameData.AttackFirearmComponent, Assembly-CSharp", "ClipSize": 4, "ReloadTime": 2, "ReloadAnimationEndTime": 1.67, "FirearmType": "Pistol" } ] }, { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Blunderbuss_BadAss_AoE", "ID": "dbb0a8d7-d06f-4d99-b396-30470f5b74b1", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["f25230f4-fca2-44af-b745-03f026152459", "1b6d77c8-1155-4d49-9c7c-548716f0d409"], "AttackDistance": 88, "MinAttackDistance": 0, "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "Hostile", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "false", "AccuracyBonus": 666, "PenetrationRating": 666, "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "Slash", "Minimum": 666, "Maximum": 666, "DamageProcs": [] }, "Require****Object": "false", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Reflex", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 10, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "false", "Delay": 0 } }, { "$type": "Game.GameData.AttackAOEComponent, Assembly-CSharp", "BlastSize": "Large", "BlastRadiusOverride": 5, "DamageAngle": 360, "ExcludePrimaryTarget": "true", "IgnoreParentTarget": "true", "ExcludeSelf": "false", "BlastPhysicsForce": 500, "PushFromCaster": "false" }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 1, "IgnoreMagicDefense": "true", "ProjectileConeAngle": 145, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 88, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } } ] } ] } I'm not sure if anybody wants an overpowered cheating blunderbuss, but should I upload it to Nexus? I'm just thinking it might help other newbie modders to see what I've done (cause studying other people's mods is a really big help when you're trying to learn). I'd really like to attach it to this post, but I get this message: Error You aren't permitted to upload this kind of file I'm guessing this is because I'm new around here and don't have enough posting privileges yet . -
First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Heheh I've just tested it again. This is insanely fun, it's a total cheat! I'm having a blast (literally ). There is just one final step I'd like to do. At the moment, it still has the original Additional Effects: Additional Effects Inaccurate: -10 Ranged Accuracy Fine: +15% Damage, +4 Accuracy, +1 Penetration Explosive Shot: Basic attacks deal the best of Pierce or Slash damage in a small AoE I'd like to keep Fine and Explosive Shot, but get rid of Inaccurate. Are the 'Additional Effects' in this section of the code? "ItemModsIDs": ["fea57a9e-7dc1-4f66-8617-1e2f87c0f376", "7d7b81f7-7322-441f-a366-5d15d30379f5", "2dcb5f72-2a69-45c6-a438-3e93a58459a5"], If so, then I'm guessing that the first entry is for Inaccurate. If I simply delete that first ID, will it remove Inaccurate from my Blunderbuss? Thank you all so much for your help. I'm almost done (I promise). -
First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Genius! That fixed it! So there's a handy tip for anybody who's trying to make their own custom weapon, make sure the ID's match in: "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "AttackID": "75e41a87-9eb2-4062-8127-f8f2b121a9e3", and "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "ID": "75e41a87-9eb2-4062-8127-f8f2b121a9e3", I've also just realized that I had two GameData.AttackFirearmGameData entries: "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "DebugName": "Blunderbuss_A_BadAss", Is a duplicate of: "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "DebugName": "Blunderbuss_BadAss", So I've deleted the duplicate. -
Aha! I've finally got this working. It turns out the reason I couldn't summon any skeletons is because I was trying to cast from stealth (before the enemy had detected me). I didn't realize you had to actually be in combat before you could summon your minions. It also turns out that I didn't have to worry about UsageType at all, all I needed to do was change the UsageValue to 0. Now the ability doesn't cost any phrases to cast (I just need to be in combat). But this is something that bothers me. I want to play a stealthy character, one that sneaks up on enemies, summons an army of minions (before they detect her) and then lets them do all the dirty work while she stays out of sight. So I'm wondering if it's possible to mod this so that I don't need to be in combat to use my summon abilities. Would changing one of these values do the trick? ], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "ChanterInvocation1", "Icon": "gui/icons/abilities/chanter/summon_skeletons.png", "UsageType": "ClassAccruedResource", "UsageValue": 0, "AbilityClass": "Chanter", "AbilityLevel": 1, "IsPassive": "false", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "false", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05", "DurationOverride": 0, "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, Maybe TriggerOnHit set to true would work?
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Hey there, I hope this is the right place to post this. I'm new to PoE and I'm playing a Beckoner. But I have a problem, I can't summon any skeletons when I cast 'If Their Bones Still Slept Under That Hill, None Can Say'. I've been experimenting with mods and I thought the mods were causing it, so I've removed all mods, but the problem still persists. But I might be doing something wrong, so here's what I do: I click the ability icon on my bar, a green outline appears around it. My cursor changes into a skeleton symbol, I then left click on the ground. My character does her casting animation, but nothing happens, no skeletons are summoned. I'm stumped. What am I doing wrong?
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First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
I just can't win. I've made my changes. But they don't show up in game. I set the Attack Distance to 88 The Accuracy Bonus to 666 The Penetration to 666 The min and max damage to 666 The Reload time to 2 The Blast Size to Large I gave myself the item with the console and although it says it's called BadAss, the stats are still the same as the original blunderbuss. Here is the gamedatabundle file: { "GameDataObjects": [{ "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Blunderbuss_U_BadAss", "ID": "ea4de19d-d80c-4e66-9e33-8818a1e038a3", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 66650, "DescriptionText": 66651, "FilterType": "Weapons", "InventoryAudioEventListID": "57518815-1aa8-49c2-8ee0-0d361b26fd66", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 35, "IconTextureSmall": "gui/icons/items/weapons/blunderbuss/blunderbuss_01_s.png", "IconTextureLarge": "gui/icons/items/weapons/blunderbuss/blunderbuss_01_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Blunderbuss", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/blunderbuss/a_blunderbuss03_v01.asset" }, "ItemModsIDs": ["fea57a9e-7dc1-4f66-8617-1e2f87c0f376", "7d7b81f7-7322-441f-a366-5d15d30379f5", "2dcb5f72-2a69-45c6-a438-3e93a58459a5"], "OnEquipVisualEffects": [], "RestrictedToClass": [], "RestrictedToPlayer": "false", "ProficientAbilityID": "f5a2eb61-8c11-41ab-9832-5ad182e5b368", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericanimateditemrenderer.prefab", "ItemModel": "", "AnimationController": "art/animation/animationcontrollers/weapon/w_pistol.controller", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "OneHanded", "AnimationStanceID": "ddeda306-872b-4d63-8032-fbaf359d0ed2", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "2af49303-b215-42aa-b933-7b0497a1c19d", "NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "" }, "ScabbardRendererPrefab": "", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] },{ "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "DebugName": "Blunderbuss_BadAss", "ID": "75e41a87-9eb2-4062-8127-f8f2b121a9e3", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["f25230f4-fca2-44af-b745-03f026152459", "1b6d77c8-1155-4d49-9c7c-548716f0d409"], "AttackDistance": 88, "MinAttackDistance": 0, "AttackVariationID": "7da22f9e-cd53-4546-86cc-c2d150df72cb", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "039ef4b4-eeb3-42d3-9817-a8df05c53515", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 666, "PenetrationRating": 666, "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "None", "Minimum": 666, "Maximum": 666, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [{ "VisualEffect": "prefabs/effects/items/weapons/fx_action_flash_launch_01.prefab", "AttachPoint": "Fx_Bone_02", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnAnimEvent", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_muzzle_flash_launch_blunderbuss.prefab", "AttachPoint": "Fx_Bone_01", "AttachObject": "Caster", "AttachMode": "PositionRotation", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_arquebus_smoke_linger.prefab", "AttachPoint": "Fx_Bone_01", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" } ], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "Fx_Bone_01", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 4, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0 } }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 4, "IgnoreMagicDefense": "false", "ProjectileConeAngle": 11, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 88, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } }, { "$type": "Game.GameData.AttackFirearmComponent, Assembly-CSharp", "ClipSize": 4, "ReloadTime": 2, "ReloadAnimationEndTime": 1.67, "FirearmType": "Pistol" } ] }, { "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "DebugName": "Blunderbuss_A_BadAss", "ID": "091b9ece-4c73-4b4b-a628-154549b830c5", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["f25230f4-fca2-44af-b745-03f026152459", "1b6d77c8-1155-4d49-9c7c-548716f0d409", "d0cef78d-856b-4d8c-82d2-59c1ed2aa396"], "AttackDistance": 88, "MinAttackDistance": 0, "AttackVariationID": "7da22f9e-cd53-4546-86cc-c2d150df72cb", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "039ef4b4-eeb3-42d3-9817-a8df05c53515", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 666, "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "Slash", "Minimum": 666, "Maximum": 666, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Reflex", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [{ "VisualEffect": "prefabs/effects/items/weapons/fx_action_flash_launch_01.prefab", "AttachPoint": "Fx_Bone_02", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnAnimEvent", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_muzzle_flash_launch_blunderbuss.prefab", "AttachPoint": "Fx_Bone_01", "AttachObject": "Caster", "AttachMode": "PositionRotation", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_arquebus_smoke_linger.prefab", "AttachPoint": "Fx_Bone_01", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/items/weapons/fx_blunderbuss_serafen_aoe.prefab", "AttachPoint": "Chest", "AttachObject": "Target", "AttachMode": "Position", "MeshType": "None", "Event": "OnImpact", "AnimEventID": 0, "Loop": "false", "Scale": "false" } ], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "c18ff541-cf07-4d0c-ad70-70410aed948f", "LaunchBone": "Fx_Bone_01", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 2, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0 } }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 4, "IgnoreMagicDefense": "false", "ProjectileConeAngle": 11, "ProjectilePrefab": "prefabs/projectiles/items/fx_blunderbuss_serafen_handmortar_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 88, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } }, { "$type": "Game.GameData.AttackFirearmComponent, Assembly-CSharp", "ClipSize": 1, "ReloadTime": 2, "ReloadAnimationEndTime": 1.67, "FirearmType": "Pistol" } ] }, { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Blunderbuss_BadAss_AoE", "ID": "dbb0a8d7-d06f-4d99-b396-30470f5b74b1", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["f25230f4-fca2-44af-b745-03f026152459", "1b6d77c8-1155-4d49-9c7c-548716f0d409"], "AttackDistance": 88, "MinAttackDistance": 0, "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "Hostile", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "false", "AccuracyBonus": 666, "PenetrationRating": 666, "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "Slash", "Minimum": 666, "Maximum": 666, "DamageProcs": [] }, "Require****Object": "false", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Reflex", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 10, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "false", "Delay": 0 } }, { "$type": "Game.GameData.AttackAOEComponent, Assembly-CSharp", "BlastSize": "Large", "BlastRadiusOverride": 5, "DamageAngle": 360, "ExcludePrimaryTarget": "true", "IgnoreParentTarget": "true", "ExcludeSelf": "false", "BlastPhysicsForce": 500, "PushFromCaster": "false" }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 1, "IgnoreMagicDefense": "true", "ProjectileConeAngle": 145, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 88, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } } ] } ] } I'm completely baffled, why doesn't the game recognize my changes? -
I love these ideas, I was planning to do something similar for my Harbinger (Rogue/Chanter). I've been working on the Chanter's summon invocations, I've managed to increase their duration, but I haven't managed to figure out how to remove the resource cost (maybe just lowering it would be enough) so I'm very interested to see how you go about this. I'll be following this thread with interest
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First Mod (spoilers)
Kexby replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
I can't thank you guys enough! You are brilliant! IT"S WORKING! Wow! That took a bit of effort, but I've learned so much from this exercise. Apologies to Peardox (I've kind of hijacked your thread). But if anybody else is trying to make their own custom weapon, then I hope my ramblings are useful. Right! On to Step 3 (making this weapon ridiculously overpowered ). Actually, before I do that, I think I'll upload it here. Not just as my own backup, but in case anybody would like to see what I've done so far (before I go crazy). Edit: The forum doesn't like me. It won't let me attach a file