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Noqn

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Noqn last won the day on July 21 2023

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  1. I got asked this a while ago elsewhere but never got a response back, I'll copy paste what I wrote back then: _________________ Apotheosis needs to extract some game files that I'm not certain are available in the Mac version. You could help me by verifying whether they exist and if so where they are located! Two Unity asset files (required for extracting icons) on Windows and Linux these are located at .../PillarsOfEternityII_Data/assetbundles/gui.unity3d .../PillarsOfEternityII_Data/sharedassets2.assets The "exported" and "lax*_exported" game data folders. On Windows and Linux these are located at .../PillarsOfEternityII_Data/exported/ .../PillarsOfEternityII_Data/lax1_exported/ .../PillarsOfEternityII_Data/lax2_exported/ ... Thanks! Another issue is GTK 3, the GUI framework I'm using. The GTK libraries are preinstalled on pretty much every Linux distribution and I'm bundling the windows libraries with the windows version of Apotheosis. But just as a heads up I think Mac users would have to install GTK 3 on their own to be able to run Apotheosis.
  2. aaah, you might have to run this command first: iRoll20s Note that this will disable achievements for the rest of that playthrough unless you load an earlier save.
  3. I did some digging and you can bind two keys to enable/disable smart camera with these console commands: BindCommand F6 "SetSmartCameraState ForceEnabled" BindCommand F7 "SetSmartCameraState ForceDisabled" You can replace F6/F7 above with any key listed here: https://docs.unity3d.com/ScriptReference/KeyCode.html (there's no way create a "toggle" hotkey with console commands like this sadly) The keybindings will persist in your save, but the exact camera state will not be remembered after you exit the game just fyi, it will default to whatever the UI Setting is set to. To revert these bindings, run these commands: SetSmartCameraState UsingSmartSettings ClearBoundCommands
  4. Run these two console commands (skip iRoll20s if you've already enabled cheats) iRoll20s SetGlobalValue n_xoti_light_or_dark_alignment 1
  5. Noqn

    GOG?

    No, very unlikely. Which sucks. I don't think there are any Microsoft-published games on GOG whatsoever, same with Obsidian's games since the acquisition. (Post-MS-acquisition TOW was released on GOG but was published by Private Division.) Yeah I hated that too... check this out if you haven't: https://www.nexusmods.com/pillarsofeternity2/mods/469
  6. Finally made a fix for this.... https://www.nexusmods.com/pillarsofeternity2/mods/769/ Basically, it will... Revert all the changes to Weapon Keywords from Community Patch Keywords 2.0.0 Add an Item Mod to "Keyword Weapons" that indicates that it has the Keyword and explains Enemy Immunities. Make enemy keyword immunities visible in the combat tooltip. IMO vanilla enemy immunity behavior is working correctly, it is perfectly consistent with the Keyword system. The issue is just the lack of clarity in regards to which weapons have keywords and which enemies have immunities. BEFORE AFTER Also - Optional Download for alternative Damage Types since that got positive feedback in the thread regardless. (Weapons that gain a new Damage Type also gain -1 Penetration for balance)
  7. Hi, sorry for late reply! Could you post the .gamedatabundle file with the changes in your mod?
  8. Nevermind, I could do it quick and dirty by comparing the parsed expression text... 2024-10-26 Users can now select "Find Similar" when clicking Conditional or Script rows. It can be written like this: *GenericAbility.ActivationPrerequisites != "" *GenericAbility.ActivationPrerequisites = "IsHealthPercentage(This, LessThanOrEqualTo, 50)" you can also use &= to find conditionals with partial matches (see more here https://gitlab.com/noqn/apotheosis/-/wikis/General-Instructions/Queries#string-selector) *GenericAbility.ActivationPrerequisites &= "IsHealthPercentage("
  9. Agh, I hadn't thought about handling Conditionals in Queries at all... It's tricky because behind Apotheosis' scripting string representations there are some much more bothersome data models hidden away from the users. I really like this syntax: (I wonder if I could make the Scripts/Conditionals auto-completion and syntax highlighting features work within the query editor conditional strings... )
  10. 2024-10-25 Right-clicking a value in a GameData tab and selecting "Find Similar" will open the Query sidebar and search for other objects that has a matching value. I think this is going to be insanely convenient, thanks for the idea @Cmushi
  11. Weird, it shouldn't work like that... Basically, edits to a Component are going to be "isolated" by properties. If you make an edit to a specific value in a component (e.g. ItemComponent.IsUnique) that is not going to affect anything else in that Component. However if you make an edit to a property in a component that is a Structure (has nested values e.g. AttackBaseComponent.DamageData) or is a List of Values (e.g. GrimoireComponent.Spells) it is going to overwrite ALL of that property and cause conflicts with other mods that edit that property. This is what happens to ProgressionTables, ClassProgressionTableGameData BaseProgressionTableComponent AbilityUnlocks (all the abilities in the table... editing any of them is going to overwrite the entirety of AbilityUnlocks) ... DefaultCustomAI: DruidAggressive <- editing this won't cause any conflicts with mods that edit AbilityUnlocks On the other hand, changes to TrapAccuracyPerLevel in GlobalGameSettings shouldn't be overwritten since it's a "top level property" in a Component (not within a Structure or List). GlobalGameSettings CombatSettingsComponent TrapAccuracyPerLevel <- editing this shouldn't cause conflicts with anytning else in the CombatSettingsComponent, and should only be overwritten if another mod edits this specific value If it's not being applied to the game, that's super weird, maybe caused by something else... sorry I couldn't help and sorry for late answer
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