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Noqn

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Everything posted by Noqn

  1. Yeah, the quest is only lv 7, which adds to the whiplash of the encounter The issue is that if the encounter is marked Lv 1, it will scale upwards even if the actual spawns are at (or above) the player's level.
  2. His encounter is set to Lv 10 so I think it's intentional. I generally get to Dunnage pretty late in my playthroughs so I never noticed, but that's a quite high leveled encounter if you sailed to Dunnage early.
  3. Awesome find @Avaritica, nice to finally get an explanation to the Talfor encounter's insane difficulty spike Since WorldMapEncounterComponent.EncounterLevel defaults to 1, these are most likely instances where the devs have forgotten to assign a level to the encounter altogether. Much easier to find and fix than if there were a pattern of incorrectly assigned encounter levels, I imagine. Here are all lv1 encounters with spawns, i.e. the ones that might not have the proper EncounterLevel value assigned to them:
  4. Game finds the first status effect of the target that grants Concentration. If one is found it will be removed and the interruption negated. Sadly no. Only thing I can think of involves editing all statuseffects that add concentration...
  5. Yeah, I don't think it's possible either. There's the OnSuccessfulInterrupt event which triggers when you interrupt a target, but no corresponding event for checking when the the effect owner themselves get interrupted.
  6. The spritesheets and their atlas keys are available in the Unity asset bundles, I don't remember which one though. I realize now that I forgot to make a post about this, which I probably should have... Here are the full list of atlas keys: atlases.zip SpellAbilityIcons ItemIcons
  7. Noticed some small stuff: BalancePolishingModBuffs/design/gamedata/cl.druid.touch_of_death.gamedatabundle, line 23: missing brackets "}]" BalancePolishingSummonRebalance/design/gamedata/cl.chanter.dank_spore_summon.gamedatabundle, line 15: "AttackBaseComponent" should be "AttackSummonComponent" This is purely subjective, but I really liked the deterministic design of the Arcane Reflection spells. I have no input on balance though, sorry.
  8. Good point, I didn't consider that! A closer look: Wilting Wind should be ok for Zanhdethus. Jernaugh's Equalizing Burst is a Transmutation spell, so imo we shouldn't have to accomodate their grimoire for Enchanters anyways. Bekerna's grimoires (though containing four spells unavailable for enchanters) are the most Enchanting-heavy grimoires in the game, at 10 enchanting spells each. I still think WoMC is the PL8 spell that is least out of character for Bekarna, but I absolutely see the case for Caedebald. It's almost chilling how well Freezing Rake fits Ninagauth's ice theme. His grimoire doesn't contain a single Enchanting spell apart from Major Grimoire Imprint, so here I would argue that thematic consistency should take precedence.
  9. imo LAX03_Grimoire_Bekarna & LAX03_Grimoire_Bekarna_Copy -Minor Grimoire Imprint +Minor Arcane Reflection -Major Grimoire Imprint +Wall of Many Colors Grimoire_Teachings_Of_Ninagauth -Major Grimoire Imprint +Kalakoth's Freezing Rake Jernaughs_Careful_Calamities -Major Grimoire Imprint +Wall of Many Colors Zahndethus_Dragonscale_Grimoire -Major Grimoire Imprint +Wilting Wind I think these are the most important grimoires in terms of retaining their identity. Bekarna has zero directly damage-dealing spells in her grimoire, Minor Arcane Reflection and especially WoMC are the spells at those levels most in line with with her grimoire/character. Ninnagauth with Freezing Rake is self-explanitory. Wall of Many Colors fits the color scheme of Jernaugh's Equalizing Burst - very important! Wilting Wind is the most dragonish spell at that level.
  10. https://www.nexusmods.com/pillarsofeternity2/mods/562 Sorry, I found an unused icon of doge in the SpellAbiltyIcons sheet and couldn't resist...
  11. Aaah, I always took her dialogue for reverence rather than fear towards Berath... "What the goddess of Death has marked, I will leave untouched." She nods solemnly, once, then with a tilt of her skull, steers the ship away." Her being respectfully cautious does make a lot of sense. Lucia motivation is to return the Engoliero to the Darcozzi family. I think this is made more clear in a convo branch that opens up if you supported Furrante: "If he is a Darcozzi paladin, this Furrante should aid my duty to return the sword to the royal line, should he not? How does my ship matter to Grand Vailia?" "If the Principi are truly the closest continuation of the Darcozzi legacy, then I must deliver the sword to them."
  12. This is so much smoother, wow. @Kvellen Thank you so much I added this to the initial script hook: Teleport the player to the eastern door Open the door Start the cutscene with the guard Open Character Creation Open Legacy Selection Have the Player AI walk slightly towards the guard In this sequence the cutscene plays smoothly and both the Legacy Window and Character Creation can be opened in the same script! Now that the player has to move to another scene (and we know for sure that they may trigger another set of script hooks) before the Tyrant of Decay encounter, I've replaced the lax01_00_bs_guard_memory_pool_welcome Lv-up script with with a second script hook which triggers when you've entered the spectator stands.
  13. Agreed. At first I didn't want to edit conversation files at all, mainly because of the risk of conflicts with other mods. lax01_00_bs_guard_memory_pool_welcome seems like the perfect candidate though, it only contains a few barks and I can't imagine any (other) mod that would edit this convo. One of its barks will autotrigger when the door to the pool of memories is opened, and then will never play again. I put the lv-up script in it and it works well. Putting the DisplayLegacyHistoryWindow script there as well works, but the window pops up a bit abrupt.
  14. I think there might be a risk of sequence breaking if the player is loose before the Tyrant of Decay fight, but if it can be done it would be very nice. Sorry, forgot to mention I also edited the player prefab of the starting party { "$type": "Game.GameData.DebugPartySetupGameData, Assembly-CSharp", "DebugName": "Prologue_Party", "ID": "e2b099ce-0977-43b6-8e37-2937b5eb0acc", "Components": [ { "$type": "Game.GameData.DebugPartySetupComponent, Assembly-CSharp", "PartyLevel": 16, "Player": "Prefabs/Characters/Prototype/Player_VS.prefab" } ] } (setting 'PartyLevel' to 16 will be screwed up by opening character creation btw...) Awesome, thanks for the input! Ops, forgot... I'm considering throwing together a "demo" before making a post, that way people would have something to test themselves
  15. @Elric Galad Thanks, much appreciation for the thorough feedback! I found myself nodding to virtually everything you wrote, so I'll follow these specifications Fair, I'll prioritize other things. One good thing is that the fight will still be available from the get-go in the Pool of Memories, so that's something.
  16. Ok I really liked this idea, but when I looked into it I was hit by this: while all of the SSS encounters are defined in WorldMapEncounters, they contian no data on enemies whatsoever. The CreatureSpawn arrays are just dead empty. You can edit the arena encounter prerequisites, the loot, the scripts that fire when you win the fight... but not the actual enemies. Idk if it is hardcoded somewhere else or how the game fetches that data.
  17. I feel like I've gotten as far as I can without consulting you guys for the next step in regards to design. Starting Point I honetly LOVE that it was possible to spawn (and trap ) the player in the area from the get-go. Unless you guys disagree I'd like to keep it like this. However, there's still the question of exactly which point in the quest it's best to start the campaign... As if the player just entered the Temple of Toamowhai for the first time. (Forcing the Tyrant of Decay fight.) As if the player just completed the Tyrant of Decay fight, starting the conversation with the apologizing guard. (2), but skipping the conversation with the apologizing guard. The first thing you would do is talk with Humaire. Spawn the player as though they've defeated the Tyrant of Decay and had the introduction dialogue with Humaire. I think 1 would feel the best from a story perspective... the remaining dialogue in 2-3 would miss some context, or feel weird as an introduction dialogue (with 2 being by far the most akward I believe). However, in 1 you'd have to face a hard fight before having a chance to recruit adventurers (or recruiting them through not-very-seamless scripting). 4. Brings you imediately to being able to start the encounters, but might feel akward regarding dialogue/quests? Starting Level & Experience gain I agree with @Elric Galad here: Another argument in favor of this is that SSS quests are Lv16 to begin with Though I can see a case for starting level of 19-20. Equipment / Money What gear goes to merchants, what is given to the player by default, what goes as rewards? Also, how much starting money - enough to get the build going but not maxed out? A couple 100k? Soulbounds Some conditionals for non-SSS Soulbounds cannot be fulfilled, such as sailing into a thunderstorm with Lord Darryn's Voulge. We could either... Skip the impossible conditionals. Set all non-SSS Soulbounds to max level when they're collected. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ I think there are two ways we can go with this mod in general. Either we treat this as a real campaign, in the sense that you gradually gain levels and better equipment... or we let the player start with max level, gear, etc and just let them go wild. Two suggestions based on this: Start at Lv16, starting gear is one of each Armor & Weapon type of Superior quality (all uniques are sold by merchants/encounter rewards), Soulbounds will auto-unlock only impossible upgrades. Start at Lv20, with all (non-SSS) unique items, (non-SSS) Soulbounds will auto-unlock all stages. What are your feelings on this, everyone? @Elric Galad@house2fly@Kvellen@Hoo Btw, should I make a thread for taking feedback in the general/strategy forums as well? I have a hunch people over there might be interested as well.
  18. All Grater Lay on Hands variants shared Greater_Lay_On_Hands_SE_Robust so it was enought to edit that, but Hands of Light all had their own variation of Hands_of_Light_SE_Courageous so I had to edit all of them. Oh ****, I didn't know about that parameter. I got curious and looked at the decompiled source code and it seems that it causes the upgrade to use its base ability's PL in combat calculations, which is incredibly useful! In that case it might be best to remove the "AbilityLevel: 1" lines from abilities.gamedatabundle and utilize UpgradedFromID instead...
  19. Honestly I can relate so much, Deadfire modding is rough getting into... Ooh I didn't realize that, perceptive. I think I know the reason why... Basically, the Greater Lay on Hands/Hands of Light "unlockables" that you see in the tree are still the same as vanilla and won't actually replace Lay on Hands... but when you pick them, a corresponding hidden unlockable (which I added with BaseProgressionTableAppendGameData) will now have its conditional fulfilled and be auto-granted to the character. This unlockable doesn't add any new abilities, instead it removes the Lay on Hands variant the upgrade relates to. This way I didn't have to edit the Paladin Table directly, which is much preferable for compatability reasons among other things The downside of using BaseProgressionTableAppend is that you can't edit the unlockables already present by the original Table, but in this case it worked out!
  20. If you delete the "Blood_Sacrifice_SE_NoHealing" object, its ID "74c5cfc3-31f3-4e9d-a158-1faa8879eb87" would still be referenced by the StatusEffectsIDs array in "Blood_Sacrifice". You want to remove that reference. (You could even keep the "Blood_Sacrifice_SE_NoHealing" object afterwards, since it would no long be referenced by anything.) Change this part in Blood_Sacrifice from... "StatusEffectsIDs": ["ff9d484e-abc4-4b18-88f9-49efbb654a9f","74c5cfc3-31f3-4e9d-a158-1faa8879eb87"] To... "StatusEffectsIDs": ["ff9d484e-abc4-4b18-88f9-49efbb654a9f"]
  21. This should cover everything! Download: Lay on Hands Tweak.zip Picking Upgrades will remove Lay on Hands Upgrades set to PL 1 Upgrades cost 1 Zeal Upgrades now grant Tier 2 Insiprations instead of Tier 3 (with updated english descriptions) Covers all variations (Darcozzi/Shieldbearer) Implemented with BaseProgressionTableAppendGameData, so will not conflict with other mods' edits to progression tables!
  22. Some observations/thoughts: It is actually not possible to enter the Rebūtara Pass from behind, so you are effectively stranded on the island for the playthrough! (imo a feature, not a bug!) Opening the Legacy History menu cannot be done in the same sequence of scripts as character creation, one will take precedence. Maybe this can be set with the "script-coin" as well? Currently you have to fight the Tyrant of Decay straight away. Before having access to stores/hirelings. This is a bit brutal to fight solo so I'm thinking one of two options: Instead of initializing the quest to where it is atm, push it all the way to stage "Speak with Humaire", thus skipping Tyrant of Decay. Add new script-coins that instead fire the OpenCharacterCreationNewCompanion script. Maybe the initial coin could also spawn a "hireling menu"-coin in the weapon rack after picked up, which in turn would spawn another "hireling menu"-coin, and so on. This way you'd get up to a whole party for the fight. But it does not sound very seamless, tbh.
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