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Everything posted by Noqn
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Is it this? It's from The White March DLC from POE1 and sadly isn't included in either POE1 or POE2 extras... More info here: https://pillarsofeternity.fandom.com/wiki/Pillars_of_Eternity_(Deluxe_Edition)_(Original_Soundtrack) https://pillarsofeternity.fandom.com/wiki/Pillars_of_Eternity:_The_White_March_(Original_Soundtrack)
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Modding Questions
Noqn replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Just to confirm, you want the following logic? ActivationPrerequisite: if { HasStatusEffect(This, SE_A1) or HasStatusEffect(This, SE_A2) } and if { HasStatusEffect(This, SE_B1) or HasStatusEffect(This, SE_B2) } DeactivationPrerequisite: if { not HasStatusEffect(This, SE_A1) and not HasStatusEffect(This, SE_A2) } or if { not HasStatusEffect(This, SE_B1) and not HasStatusEffect(This, SE_B2) } This is equivalent to this: -
Modding Questions
Noqn replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This is a wild guess, but something like a castable ability (using an attack with a very long custom CastSpeed to make it "channel"?) together with a passive ability with ActivationPrerequisites/DeactivationPrerequisites utilizing the IsCastingAbility conditional? IsCastingAbility 7d150000-0000-0000-0000-000000000000 <CastableAbilityID> With this the passive ability should trigger while the castable ability is being "channeled". -
Ok barely any of these encounters were actually implemented in the game... besides Talfor only three other, all related to The Last Sanctuary: RE_Wahaki_Huana_Ruins: The Wahaki you meet on the beach on the way to Motare o Kōzi. (Embēta is Lv9 and the rest are Lv8.) RE_RDC_Huana_Ruins and RE_RDC_Pai: Both related to the encounter with Captian Pai after sailing away from Motare o Kōzi. (Pai is Lv9 and the crew is Lv8.) These three encounters should imo be set to Lv 8 to match the level of the quest. This should fix these encounters:
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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:
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[Mod Release] Doge Ability Icons
Noqn replied to Noqn's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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 -
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.
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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.
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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.
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Yseyr and Lucia's beef
Noqn replied to crdvis16's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
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." -
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.
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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.
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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
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@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.
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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.