Jump to content

blackstone777

Members
  • Content Count

    14
  • Joined

  • Last visited

Community Reputation

1 Neutral

About blackstone777

  • Rank
    (1) Prestidigitator

Recent Profile Visitors

337 profile views
  1. I have made a mod for all of the consumable stronghold quest items. It simply raises the number of uses from the default to 99 for the following: Ifen's Cradle Mossy Rocks Night Mirror Fragment Rememberance Ashes Rememberance of Life's Warmth The Blind Monk's Venom The Looking-Inward Chime I raised the uses to 99 for heavy spell users. That's more than enough uses, but they can be easily changed. The included instructions explain how to edit and save .unity3d files if one wishes to edit them further. Simply copy+paste the .unity3d files into your PillarsOfEternity_Data/asse
  2. @Docsek I have used this and have all quests completed. Just keep playing through.
  3. I can't find any data related to the in-game names of items using UABE. Just references to "DatabaseString DisplayName". Has anyone renamed an item, armor, weapon, etc.? If so, how?
  4. All of the pirate uniforms, hand and key armor and several other armors will display correctly on females when equipped but do not on male characters. Can someone help me find the root of this issue - Some capes also won't adopt any color changes at all... I checked the "hd" folder in PoE and saw, for example that the texture for hand and key (m_bp02_boots_v02_c_hd.unity3d) was dark red, different from almost all others that do inherit color changes (they looked like an off-white/grey color) . And that red shows that way in-game. I want this to not show red, but inherit the colors i c
  5. All of the pirate uniforms, hand and key armor and several other armors will display correctly on females when equipped but do not on male characters. Can someone help me find the root of this issue - Some capes also won't adopt any color changes at all... I checked the "hd" folder in PoE and saw, for example that the texture for hand and key (m_bp02_boots_v02_c_hd.unity3d) was dark red, different from almost all others that do inherit color changes (they looked like an off-white/grey color) . And that red shows that way in-game. I want this to not show red, but inherit the colors i c
  6. Another simpler choice is this mod at Nexus Mods: https://www.nexusmods.com/pillarsofeternity/mods/187 Regardless, you will never get a 100% fix from what I have tested. Maybe rooling back to an earlier install version would help? Anyone test that?
  7. All I have noticed that is different when comparing padded armor and jack of wide waters is both 2dTextures for padded armor are in ARGB32 format, and for jack of wide waters only one is with its other 2dTexture in DXT5 format. The same DXT5 format exists with Angio's Gambeson as well. Has anyone successfully edited the assest bundle for these 2 armors to make them always default to the color I choose in-game?
  8. I want to make armor like Angio's Gamebeson, Jack of Wide Waters and other armors adopt the color you choose like other basic armors such as padded armor. Both are sky blue no matter what I do and honestly they are ugly to look at. Anyone here know how to edit to make these armors change to the color I select? I have tried comparing padded armor and angio's gambeson side-by-side with UABE but can't find anything that appears to differentiate the two armors' colors when equiping them. Some help please...
  9. @Fhav6x I have sucessfully edited a soulbound weapon's .unity3d file (using UABE and Notepad++) to include an additional class (Druid). I have imported the change I made (using Notepad++) back into the original .unity3d asset bundle. But upon exporting that new file all I get is a "file" extension, that is, a file with no .unity3d extension. So my question is, how do I get that newly edited asset bundle to be recognizable and usable by PoE as a legitimate .unity3d file? *EDIT* I figured it out What I wasn't doing was saving the renamed .unity3d file as the original
  10. @ Fhav6X First, thanks for this mod. Where did you make your edits in dnSpy? I'd like to try to edit it myself. It's what I have been using to edit as well. Check out my posts. Also (a bit off the topic), what about opening all pet slots and changing allowed classes for soulbound items. You seem to know the assembly fairly well. Thanks again.
  11. I have read all of the posts on flicker and text looking smashed/squashed down. Too many suggestions and none of them worked for me, so I came up with a solution of my own and it works. I had the idea that the real problem was the H.Frequency and the V.Frequency of my monitor. Given a simple mathematical equasion I have eliminated flicker and smashed/squashed text... First, look at your monitor's built-in settings to see the current H.Frequency and the V.Frequency or find software that can show the frequencies. I have tested the following settings on my display: 1920x10
  12. Where should I look in Assembly-CSharp.dll to allow all characters (both vanilla and created adventurers) in my roster to have a open pet slot. Or do I need to add lines myself? I have been using DNSpy https://github.com/0xd4d/dnSpy to edit PoE.
  13. I have sucessfully increased the number of adventurers you can create and it works perfectly with current saved games without any issues. First, download dnSpy - https://github.com/0xd4d/dnSpy Scroll down to the "Binaries" list and download the latest release. Extract the .zip to any folder and run dnspy.exe (64-bit) or dnspy-x86 (32-bit), on your OS. My OS is 64-bit - so I use dnspy.exe Next make backup copies of both Assembly-CSharp.dll and UnityEngine.dll - from wherever you installed PoE open "PillarsOfEternity_Data/Managed" or whichever folders were used during install. Now, in dnSpy c
×
×
  • Create New...