Jump to content

blackstone777

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by blackstone777

  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/assetbundles/prefabs/objectbundle directory. *For Mossy Rocks the MaxStackSize = 1 and UsageCount = 20 *By default you get 5, which, when broken into 5 stacks of 1 instead of 1 stack of 5 allows each equipped party member 20 uses. *For all others the UsageCount was increased to 99. *All edited .unity3d files and .txt dump files are included as well as the original unedited .unity3d files in their own seperate folders. *I used UABE (UnityAssetsBundleExtractor) for all edits. To edit the values: Step 1 - Open the .txt dump and edit the MaxStackSize and UsageCount lines to what you want. Save. Step 2 - Open the .unity3d file with the "3" added to its name, for example ifens_cradle3.unity3d and click "Info". Step 3 - Scroll down to the corresponding "Path ID" that matches the .txt dump file you just edited and click "Import Dump". You will see a star * next to that edited Path ID. Step 4 - Click "OK" and save the file. Step 5 - Under "File" select save and overwrite the. unity3d file without the "3" in its name. For example ifens_cradle.unity3d. Take that new edit and place it in the proper directory. I'm still working on Amaia's Codex. Any suggestions would be appreciated. Same for Helwax Mold. Mirror: https://www.nexusmods.com/pillarsofeternity/mods/201 Consumable Stronghold Quest Items Mod.zip
  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 choose for my character in-game. For females color changes do work, strangely enough and the pirate uniforms are correct as well. There is no similar file equivilent ("f_bp02_boots_v02_c_hd.unity3d" like the above file) for female in the "hd" folder. Any color female characters have will show up on armor correctly, as will the correct patterns on armor, etc. Like I said, there is a long list of capes and armor that refuse to show color changes correctly. I deleted all of the corresponding files associated with the hand and key armor for males thinking it would mimic the female hand and key armor but it did nothing...as if deleting the files had no effect at all? Are they even used? They must be. Any help from seasoned modder or a programmer would be greatly appreciated. Just point me in the proper direction is all I ask. I don't want to simply change to a new color so much as I want any color chosen to change according to color selections in-game. As a last resort I could use edit the colors individually and reimport them into the unity.3d file but I'm looking for a more complete solution for all characters. Some help on this please. I bought the Champion Edition from GOG -
  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 choose for my character in-game. For females color changes do work, strangely enough and the pirate uniforms are correct as well. There is no similar file equivilent ("f_bp02_boots_v02_c_hd.unity3d" like the above file) for female in the "hd" folder. Any color female characters have will show up on armor correctly, as will the correct patterns on armor, etc. Like I said, there is a long list of capes and armor that refuse to show color changes correctly. I deleted all of the corresponding files associated with the hand and key armor for males thinking it would mimic the female hand and key armor but it did nothing...as if deleting the files had no effect at all? Are they even used? They must be. Any help from seasoned modder or a programmer would be greatly appreciated. Just point me in the proper direction is all I ask. I don't want to simply change to a new color so much as I want any color chosen to change according to color selections in-game. As a last resort I could edit the colors individually and re-import them into the unity.3d file but I'm looking for a more complete solution for all characters. Some help on this please. I bought the Champion Edition from GOG -
  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 originally named PoE file WITH THE .UNITY3D extension FIRST, before dumping what I wanted to edit and then importing those changes. I was using the "export" option instead and the game would not recognize the file even if I tried to add the .unity3d extension after making proper edits using the export option. Very easy to mod now!
  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: 1920x1080 @ 144KHz - The H.Frequency and the V.Frequency of my monitor is 157KHz (H) and 143KHZ (V). 1920x1080 @ 120KHz - The H.Frequency and the V.Frequency of my monitor is 138KHz (H) and 120KHz (V). 1920x1080 @ 100KHz - The H.Frequency and the V.Frequency of my monitor is 113KHZ (H) and 100KHz (V). ----------------------------------------------------------------------------------------------------------------------------------------------------------- Bear in mind that the in-game "Font Scale" slider in PoE is a factor also - it equals 1 and/or 100% (1=100% and 100%=1) Now, by dividing the V.Frequency by the H.Frequency you get the following answers: 143/157= 0.910828025477707 120/138= 0.8695652173913043 100/113= 0.8849557522123894 I had found this and decided to enter it into my equasion to further mitigate any display issues. So here is the simple calculation: 43/157= 0.910828025477707 x 10 - 1 = 8.10828025477707 120/138= 0.8695652173913043 x 10 - 1 = 7.695652173913043 100/113= 0.8849557522123894 x 10 - 1 = 7.849557522123894 Remember that the in-game "Font Scale" slider in PoE is a factor of 100. So 100%=1 and/or 1=100%. Now, understanding that 100% of anything measured can be considered 1, multiply the above by 1 and add 100 to get the answers which are: 108.10828025477707 107.695652173913043 107.849557522123894 I use 1920x1080 @ 144KHz (108.10828025477707) when playing PoE so I set the "Font Scale" option under the "Graphics" menu to 108% Works 99.9% - Try it out you'll see! No need to hack/mod anything at all. Given the nature of the bug, a flawless fix - meaning 100% perfect is not possible. Check your monitors H.Frequency and the V.Frequency settings to choose the right % for your display and use the formula. Use your monitors native resolution.
  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 click "file" "open", find Assembly-CSharp.dll and also "open" UnityEngine.dll - wherever you installed PoE... Open Assembly-CSharp.dll and scroll down and open "PartyMemberAI", then from the drop-down list find the "MaxAdventurers" entry. Right-click on "public static readonly int MaxAdventurers = 8" and select "Edit Class C#" and simply edit the number to your liking. I choose 19 to make a grand total of 30 characters. Now, click "compile", the pop-up will auto-close when it is complete. Then exit dnSpy. You will be asked to save the file and give it a name - do so. Done! Replace your default Assembly-CSharp.dll with the new Assembly-CSharp.dll (you must rename it exactly as Assembly-CSharp.dll from whatever name you had saved your edited version as in dnSpy) - now start PoE. Remember that tons of modding will always slow a game down so choose wisely based on your hardware capabilities. I have had no issues with gameplay, sound, graphics, saves or slowdowns. Enjoy. To my knowledge it does not break achievements -
×
×
  • Create New...