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Everything posted by Noqn
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I was about to suggest playing on upwards level-scaling for everything, not just critical path. My impression is that it does a good job at evening out the difficulty floor, without making the hardest encounters any harder* which seems to be what OP is after. *(unless the player is overleveled, and even then I suspect stat adjustment from PotD alone might make those encounters even worse than in upscaled Normal/Veteran)
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Menu/Selection Code?
Noqn replied to anthon's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This is tricky. I can think of two options: 1) Create a menu for selecting a "category" for the castable spell. Use conditionals in the original ability to check which "category" is in use and which effect to apply. I did something similar as an experiment with Blood Sacrifice: 2) Create a menu that contains castable spells. In this scenario, 1) might not be an option since Abilities can only contain a single AttackID, so the AttackSummon/AttackSummonRandom components (which define what to summon) can't be filtered the way you could with StatusEffects. So you might have to go for 2) and create duplicates of the Conjure Blight spells for each variant, and for each of them assign duplicates of the corresponding Conjure Blight Attacks (again one for each variant with edited AttackSummonComponent -> SummonFileList properties) as their AttackID. Upside to this is that you get a dedicated Conjure Blight cast menu, downside is that they will not go into the Spell Level menus but together with the other "Modal" menus (see Blood Sacrifice above). The original (randomized) Conjure Blight spells will remain in the Spell Level menus, but I guess that is not an issue. I did a small test of the "medium" Conjure Blight spell, you can check it out here: _blight_selection.zip (Use AddAbility console command to get the abilities - they are named Conjure_Blight_[variant], e.g. Conjure_Blight_Flame) I'm sure it's not without issues, but hopefully a good starting point!- 1 reply
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Sadly, visuals like projectiles or explosives are defined as paths to prefabs in the unity asset bundles and can't be modded through regular means. For Fireball, you can see this in AttackBaseComponent -> VisualEffects -> VisualEffect ("prefabs/effects/abilities/wizzard/fx_fireball_aoe.prefab") SelfMaterialReplacementID parameter of GenericAbilityComponents can be changed and MaterialReplacement Components them can be modified somewhat, the important visuals and colors are still defined in the unity asset bundles
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For the Stunned/Prone thing, I'd try IsStunned or HasStatusEffectType with KnockedDown/Stunned. (I'm not sure if the latter works with knockdowns from Attacks that Prone directly...) "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "KnockedDown" ] }, "Not": false, "Operator": 1 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsStunned(Guid)", "Parameters": [ "7d150000-0000-0000-0000-000000000000" ] }, "Not": false, "Operator": 1 } ] } }
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Ah, I found it! You are missing the "$type" parameter in each component { "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "boon_luminous_water", "ID": "854b5b0c-b401-41f1-9741-6e52d0d24b35", "Components": [ { -------> "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "ClearOnRest": "false", "ClearOnFoodRest": "false" } ] }
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Thousand thanks for the testing, @Boeroer! Just a theory but I think it might be the resource restoring effect of Stunning Surge somehow interacting with Shattered Pillar's passive and also "restoring" Wounds. What do you think about Shattered Pillar + Trickster? Great Deflection spells for Offensive Parry, and Ryngrim's Repulsive Visage for terrify. Extra good wound generation from Sneak attack/Deathblows damage.
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I did not know this could be the case with attacks, and turns out I was completely wrong... it is caused by Carnage Indicators... I'll remove the Carnage Keyword from the indicator and upload a patch (although that will mess with the Barbaric Blow indicator). Big apologies for improper testing and general idiocy on my side.
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Issue is that any modifications to the AbilityUnlocks array of the BaseProgressionTableComponent will override the original entirely. Obsidian thankfully added the BaseProgressionTableAppendGameData which allows you to seamlessly add new abilities, but there's no way to modify or remove existing ones. Progression Table editing truly is a pain in the ass. Try this: wildstrike frenzy pl7.zip For future reference: Copypaste the entire PT_Druid object (almost 10k lines woo) in progressiontables.gamedatabundle to your .gamedatabundle mod file. Search for the four "PL 8 Unlock - Wildstrike [...]" entries. In each of them, go to Prerequisites -> PowerLevelRequirement -> MinimumPowerLevel, set the value from 8 to 7. In abilities.gamedatabundle, search for the four "Wildstrike_Frenzy_" objects Paste them to your .gamedatabundle like this and make sure to set AbilityLevel (in GenericAbilityComponent) from 8 to 7: { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Wildstrike_Frenzy_[...], "ID": "[...]", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "AbilityLevel": 7 } ] }
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Sorry for the late reply! It's just as you say, self-targeted abilities are messed up and it goes deeper than just conditional scripting. Regarding Holy Radiance, I can't make a conditional that checks for nearby Vessels, but there's a hacky way to check if there are any nearby Bloodied Party Members within X meters of the caster. The issue is that you have to make a specific script for each combination Health percentage and Distance you're looking for. I included 5m (the base radius of Holy Radiance) and 7m, but just tell me if you'd like some other values. Download here: ai_has_bloodied_allies.zip More importantly.... PLEASE write more Deadfire stories
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I was actually confused how some other users could do this, until I realized that you can copypaste cells from LibreOffice Calc / Excel Here's the sheet I used: Priest Spells 2.ods Berath is inconsistent on those points. A Servant of Death is explicitly about killing people who've overstayed their welcome, and I don't think Salvation of Time is appropriate in that context. Besides, the original table is certainly Death-themed: Touch of Rot, Rot Skulls, Spreading Plague (two of which actually are already shared with Rymrgand.) @bell88 also suggested changing Death Ring in Vatnir's table to Entropy, so that in particular would not cause an overlap. That's fair, I was originally thinking Miasma of Dull-Mindedness for Tier II, but that might be too strong? Besides Miasma and Bewildering Spectable, I would also nominate Curse of Blackened Sight and Phanton Foes. Yeah, that makes sense. In terms of identity, I see nothing wrong with extending Domination to a single subclass, especially one it suits so well. Note that it's A) available later than Puppet Master, B) has far more limited casts than Puppet Master, C) wastly overshadowed by Ringleader and D) has to compete in the same tier as Devotions for the Faithful, among others. It doesn't exactly steal Ciphers' spotlight. I have to disagree on downgrading to Whispers of Treason btw, that's more fitting Skaen. Gaun is more of the death aspect of Eothas though? I think Garden of Life might represent the wrong part of the reincarnation cycle. Would it be fine with a lower duration? I don't think single-target Terrify itself is too strong, it has to compete with Spiritual Ally and Salvation of Time after all. I used to think so too, but now I want Symbol of AoE Garrote Force Choke. That's a good point, Two Fingers probably should be move up some tiers on Eothas.
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Arkemyr's Mercurial Madness and Wall of Many Colors were actually the first abilities I considered, but those spells only trigger one of several possible effects each Xth seconds, so there's no ensurance when (or even if) Dominate will trigger. You'd also need a combination of Res/Dex immunity and no Int resistance for best effect. From what little I tested I dismissed them pretty quickly.