Noqn
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Viewing Forum: Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
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Apotheosis - Mod Editor for Deadfire
ah ship CTD bug report jumpscare NEW RELEASE!! I realized now that the right description would be "non-ghost child nodes", oh well...
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Noqn started following Changing or Swapping Subclass Abilities and Cut Content - Ydwin's Original Introduction
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Cut Content - Ydwin's Original Introduction
Really, really cool find. Would've been an awesome introduction, fitting fampyr vibes at the very least. Her intro convo is in the 20_splintered_reef folder so maybe that's where she would've been found around. this made me remember the Fig campaign stretch goal that would've made her a full companion that we never got 🥹
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Changing or Swapping Subclass Abilities
Noqn replied to somebody_else24's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Apotheosis has a convenient GUI for this: Small documentation on progression tables: https://gitlab.com/noqn/apotheosis/-/wikis/home#progressiontables You can see the video here how it works:
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Apotheosis - Mod Editor for Deadfire
Sorry for the late reply, I don't think that's possible based on the available scripts sadly https://eternity.obsidian.net/game-data-formats/scripts
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Apotheosis - Mod Editor for Deadfire
Better late than never, but new patch out! https://i.imgur.com/dETNGrL.png 2025-07-20 Quest Node descriptions are now displayed and editable. 2025-07-19 (2) Quest Objective Node titles are now displayed and editable. Just realized I might've fixed this by accident in the 2025-07-18 release 😅
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Apotheosis - Mod Editor for Deadfire
Ah good finds, new patch out 😅 2025-07-19 Chatter AudioLookup entries are now written ordered by keys. Creating a ChatterNode from a parent String Table will now properly update the AudioLookup map. Creating a ChatterNode from a parent String Table will now properly enable the popup's Accept button when an Entry is selected.
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Apotheosis - Mod Editor for Deadfire
In a future update I want to hide the RandomWeight input unless the parent PlayType is random.
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Apotheosis - Mod Editor for Deadfire
2025-07-18 Adjusted buttons on Chatter nodes: ChatterEventData - Removed Persistence dropdown, added NoPlayRandomWeight input if PlayType is set to Random or CycleRandom. ChatterNode - Added PlayRandomWeight input. ScriptNode - Added PlayRandomWeight input, added NoPlayRandomWeight input if PlayType is set to Random or CycleRandom. (also ChatterLink RandomWeight is not properly initialized) Basically the overlapping buttons will look like this: ChatterNode ScriptNode ChatterEventData PlayType NO YES YES NoPlayRandomWeight NO YES YES RandomWeight YES YES NO Persistence YES YES NO DisplayType YES NO NO
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Apotheosis - Mod Editor for Deadfire
2025-07-06 (2) Added "Open WEM" button to Conversation Talk Nodes.
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Apotheosis - Mod Editor for Deadfire
Thanks, I messed up and didn't let the ScriptNode gui widgets inherit the elements from the DialogueNode widgets 😅 I pushed a fix which should be available now. This is ok, it won't affect deserialization.
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Apotheosis - Mod Editor for Deadfire
I ended up doing some very heavy refactoring on flowchart-related code. Everything should still work, but if you have some important conversation/chatter/quest projects in progress it might be a good time to take a backup on those just in case.
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Apotheosis - Mod Editor for Deadfire
Finally, new release! Chatter Support! 🥳 @Kvellen I changed the "highlight in folder"-button to instead play all matching files in the user's .wem associated media player, if available:
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Apotheosis - Mod Editor for Deadfire
Tried some changes to chatter made through Apotheosis in-game and it works! I've got some cleaning up and refactoring to do so I think a new release this sunday would be a bit too optimistic, but hopefully next weekend. Some notes: I've initially disabled copy/pasting ghost nodes in Chatters for now, since they're barely ever used in vanilla files and I want to think a bit more about the UX and possible quirks. (The most notable Ghost nodes are used in Xoti's chatter - several events lead to the same chatter node where she groans/complains. Feels like a good example of how they can be useful, so I want to add them eventually.) Vanilla Ghost Nodes will still be displayed correctly. At one point I was pulling some data and put it into a .csv file, which made me realize that a table would be a really good overview of the ChatterEventData in general. I want to make a view something like this later on:
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Apotheosis - Mod Editor for Deadfire
Honestly, I hadn't considered this until you wrote it 😅 I imagine it was useful from a developer perspective, for stuff like syncing voice actor lines. It could maybe be useful for us if I make some templates based on these? Like if someone's adding a ChanterChant1 "branch" it'll always default to this: This is gold, I'm still laughing at this image 🤣
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Apotheosis - Mod Editor for Deadfire
I might've misunderstood the question but the SpeakerComponent.ChatterPrefix value will be used when determining the .wem path, so two speakers will have separate file paths for identical nodes even if they point to the same Chatter Aah wait, nvm I get it... Yeah as I've implemented it right now, it will select the .wem of the first matching speaker with that Chatter. I'll maybe have to think a bit more about that feature later...