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Noqn

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Everything posted by Noqn

  1. https://www.nexusmods.com/pillarsofeternity2/mods/804 This should fix the bug described here: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/bugs-and-oddities As I've understood it, this has been a pain point ever since patch 5.0 for many Credit to @ShadyDax for nudging me to check this bug out Note that this does not fix potions added by mods (I'm gonna have to patch Potion of Enlightenment later ) Going to sleep now
  2. Btw @Kvellen I'm still working on the chatterbundles, just letting you know I've know abandoned that . I noticed a lot of code related to the flowchart bundles could be refactored so I'm taking the time to get that done, while I've been working some other stuff in parallel that turned up
  3. IIRC I added two versions of the mod 1) Tuotilo is untouched, completely identical to vanilla. 2) Tuotilo gets an initial nerf to Acc/Pen, but once it's upgraded to Legendary it will have the same values as vanilla, and if upgraded to Mythical will be better than vanilla.
  4. Hi, I think this is actually a very similar issue as the one @Adonis Jorge Silva Santos had (which I've been planning on working on soon). Basically the shield has to be upgraded from EquippableGameData -> WeaponGameData, and then have an WeaponComponent added to it, but Apotheosis does not support this yet.
  5. Sorry about this, I think it happens any gamedata or (most likely) localization files are corrupt. I'll try to take a look at it during the weekend to make Apotheosis produce an error message instead of freezing, once and for all If you want Apotheosis to start working meanwhile, my only suggestion is to reinstall/repair your Deadfire installation. Again, sorry for the issues : ( Sadly @brokensave seems to have deleted their account but I've improved the behavior of the export setup dialog now 2025-04-10 Improved initial setup dialog behavior when extracting icons and loose data files into apotheosis_exported: Export progress is now visualised by progress bars. Apotheosis no longer freezes indefinitely if an error occurred during exporting, instead a message box will pop up. I put some extra work into making sure progress is displayed to the user, so it doesn't just feel like the program has frozen:
  6. On another note, I've completed Avowed now so I'll have a lot more time to spend on Apotheosis
  7. Hi, sorry for the late reply. Short version: Apotheosis does not support this yet. You have to change the GameData type of the ability to the appropriate type that can hold one of those components. I'll start working on adding support for that after I'm done with the export freeze and Chatters.
  8. Sent you a PM extract the 7z file so that the apotheosis_exported folder is placed in your PillarsOfEternityII_Data folder, like this: ...\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\apotheosis_exported\...
  9. Ah, sorry about that... I'll add way for users to change the path to the Deadfire exe at that point To solve this for now (presuming you are on windows) in the file explorer enter %APPDATA%, then open the "Apotheosis" folder, then delete "apotheosis.json" You should be able to enter a new path after that
  10. Sorry about this, I think it happens any gamedata or (most likely) localization files are corrupt. I'll try to take a look at it during the weekend to make Apotheosis produce an error message instead of freezing, once and for all If you want Apotheosis to start working meanwhile, my only suggestion is to reinstall/repair your Deadfire installation. Again, sorry for the issues : (
  11. I'm always happy to get new feature requests Just from a first quick look, I think a lot can luckily be reused from the Conversation flowchart models (even moreso than Quests/AI Trees) Oh, and if I implement Chatters, the only remaining stuff from the design folders will be .aibehaviorbundle files
  12. This is so cool, I'm ridiculously excited that someone got to utilize this feature Thanks for posting the script too, awesome to see what you've written Feel free to give feedback if you think any parts were tricky to use! (Whether editing process, VS Code integration or the API itself.)
  13. Yep! If you go to the StatusEffect you can edit the OverrideDescriptionString text by pressing the pen icon:
  14. Ah... Shame it didn't work out of the box... I'll see if I can find a way to debug the mac build somehow and figure out what's wrong. Sorry for the false hope
  15. Check this thread out: There's at least one mod that adds a new armor model to the game: https://www.nexusmods.com/pillarsofeternity2/mods/373
  16. There's a Mac release available now and I think I've made the correct code changes support Mac, but I've got no way of testing the app myself so just to be clear... no clue if it actually works Mac download links can be found here: https://gitlab.com/noqn/apotheosis#download--run (Be sure to confirm whether your mac is arm or x64 and select the appropriate download) In addition, on Mac you also have to download GTK 3 (the gui toolkit I've used for Apotheosis) yourself. First, install https://brew.sh/, then you can simply run the following commands: brew install gtk+3 brew install gtksourceview4 brew install adwaita-icon-theme After that, Apotheosis should theoretically be able to run, but again I really have no clue whether it will work at all. Please let me know how it goes
  17. Avowed even overrides the fullscreen settings if you've tried to force it from GameUserSettings.ini with FullscreenMode=0 PreferredFullscreenMode=0
  18. 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.
  19. 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.
  20. 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
  21. Run these two console commands (skip iRoll20s if you've already enabled cheats) iRoll20s SetGlobalValue n_xoti_light_or_dark_alignment 1
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