-
Posts
495 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Everything posted by Noqn
-
Ooh, these are really cool concepts. Ops. I agree, that would be optimal. I'm personally very much in favor of limiting Lv9 diety spells one way or another. Another option would be to remove all foreign diety spells, but giving the priests access to fitting Lv9 spells from other classes. (e.g. Touch of Death for Berath) Ah, you're right. I meant aesthetically with the whole placing a symbol, but yeah the effects are too different. How would you feel about taking inspiration from Garrote, giving periodic Paralyze + Raw damage? Great picks! I'll continue adding suggestions: Vanilla bell88 Noqn suggestion Berath Lv1 Touch of Rot Lv2 Holy Meditation Necrotic Lance Lv3 Spreading Plague Infestation of Maggots Spreading Plague Lv4 Divine Terror Plague of Insects Lv5 Rot skulls Death Ring Rot skulls Lv6 Salvation of Time Rot Skulls Death Ring Lv7 Rusted Armor Disintegration Rusted Armor Lv8 Symbol of Berath Lv9 Hand of Berath I like both Infestation of Maggots and Disintegration, but I think Spreading Plague and Rusted Armor already fits Berath really well and should be kept. (Disintegration feels more like a Rymrgand thing?) How about swapping Death Ring and Rot Skulls so that Rot Skulls have its vanilla position? Eothas Vanilla bell88 Noqn suggestion Lv1 Sunbeam Lv2 Withdraw Two Fingers of Daylight Lv3 Watchful Presence Glorious Beacon Lv4 Circle of Protection Shining Beacon Lv5 Revive the Fallen Lv6 Minor Intercession Garden of Life Lv7 Resurrection Sunlance Lv8 Symbol of Eothas Lv9 Light of Eothas Eothas once again being a menace... Gaun Vanilla bell88 Noqn suggestion Lv1 Blessed Harvest Lv2 Withdraw Autumn's Decay Lv3 Vile Thorns Watchful Presence Vile Thorns Lv4 Circle of Protection Wall of Thorns Lv5 Wicked Briars Garden of Life Wicked Briars Lv6 Minor Intercession Venombloom Lv7 Wall of Thorns Lashing Vine Lv8 Symbol of Eothas Lv9 Lashing Vine Pollen Patch Good call on moving down Wall of Thorns and Lashing Vine two levels, giving space for a Lv9 spell. I'm suggesting keeping Wicked Briars instead of Garden of Life, which I think suits Eothas more. Is there any reason for removing Vile Thorns? I think Autumn of Decay fits with the theme of farming seasons. Magran Vanilla bell88 Noqn suggestion Lv1 Fan of Flames Lv2 Spiritual Weapon Combusting Wounds Lv3 Ray of Fire Fireball Ray of Fire Lv4 Shining Beacon Wall of Fire Lv5 Flame Shield Torrent of Flame Flame Shield Lv6 Pillar of Holy Fire Torrent of Flame? Lv7 Torrent of Flame Storm of Holy Fire Torrent of Flame? Lv8 Symbol of Magran Lv9 Magran’s Might How about keeping Torrent of Flame at Lv7 or only moving it to Lv6, keeping space for Flame Shield? I'd keep Ray of Fire over Fireball, because I like Beam spells. Rymrgand Vanilla bell88 Noqn suggestion Lv1 Touch of Rot Lv2 Blizzard Lv3 Spreading Plague Lv4 Noxious burst Lv5 Blast of Frost Lv6 Ninagauth’s Freezing Pillar Lv7 Death Ring Entropy Lv8 Symbol of Rymrgand Lv9 Call of Rymrgand Entropy *Chef's Kiss* Skaen Vanilla bell88 Noqn suggestion Lv1 Barbs of Condemnation Antipathetic Field Lv2 Escape Lv3 Divine Mark Pain Link Lv4 Finishing blow Lv5 Shadowing Beyond Lv6 Spiritual Ally Smoke Veil Lv7 Minor Avatar Lv8 Symbol of Skaen Lv9 Revenge of Skaen Dunno if this is a good suggestion but how about Antipathetic Field or other hate-related Cipher spells? It might be a stretch (and I actually think Pain Link is a better fit for Skaen) but going with that theme, maybe Arcane Dampener at Lv3? Minor Avatar fits the Skaen priest given the significance of the Effigy in lore, but it'd be nice to have a full set of unique spells. Otherwise... Expose Vulnerabilities? Wael Vanilla bell88 Noqn suggestion Lv1 Arcame Veil Lv2 Ionic Projection Mirrored Image Lv3 Mirrored Image Llengrath’s Displaced Image Lv4 Llengrath’s Displaced Image Confusion Lv5 Confusion Arkemyr’s Wondrous Torment Lv6 Arkemyr’s Wondrous Torment Gaze of the Adragan Lv7 Gaze of the Adragan Arkemyr’s Capricious Hex Lv8 Symbol of Wael Lv9 Blessing of Wael Aah, beautiful solution. Woedica Vanilla bell88 Noqn suggestion Lv1 Writ of Engagement Lv2 Spiritual Weapon Recall Agony Lv3 Writ of Consumption Lv4 Divine Terror Fealty Lv5 Writ of War Lv6 Pillars of Holy Fire Mind Plague Haunting Chains Lv7 Writ of Sorcery Lv8 Hand of Weal and Woe Symbol of Woedica Lv9 Writ of Mending I'm falling in love with this table. Small suggestion but how about Haunting Chains at Lv6? I'm thinking Mind Plague might be too weak for a Lv6 priest spell.
-
I do remember thinking that the Dynamic Priest mod had some good ideas, shame it has been hidden. On the top of my head, Spells that might fit the priests thematically regardless of balance issues: Berath: Necrotic Lance Dimensional Shift, doors? Touch of Death, as optional Lv9 spell? Boil Their Flesh From Skin to Bone Death Ring Eothas: Two Fingers of Daylight Sunlance The Light of Dawn Light of Pure Zeal Glorious Beacon Magran: Combusting Wounds Wall of Fire Fun Fire Spells idk? Rymrgand Skaen Shatter their Shackles Wael Possibly a fitting lv2 Spell for a full set? Woedica Garrote Fealty Thrice Was She Wronged and Thrice Justly Avenged / Her Revenge Swept Across the Land With Furious Vengeance Memory Related Abilities Recall Agony Fractured Volition Mind Plague Haunting Chains Valorous Echoes Ancestor's Memory Driving Echoes
-
I'd love to talk about this. Woedica is tricky indeed. I've been looking at spawnable creatures that could act as a substitute for the Strangler, but there are none that fits the bill. I vaguely remember someone throwing around the idea of giving Woedica access to Skaen's incarnate instead, and renaming it to "Slave Incarnate". What;s your opinion on that? Users have pointed out that a "Symbol of Woedica" might be redundant with the "Writ" line of spells and I've come to agree with that argument. But she definitely deserves some unique Lv8 Spell. Anyhow I'll post this table for overview Druid Rogue Wizard Unique Berath Eothas Gaun Magran Rymrgand Skaen Wael Woedica Lv1 Touch of Rot Sunbeam Blessed Harvest Fan of Flames Touch of Rot Barbs of Condemnation Arcame Veil Writ of Engagement Lv2 Holy Meditation Withdraw Withdraw Spiritual Weapon Blizzard Escape Ionic Projection Spiritual Weapon Lv3 Spreading Plague Watchful Presence Vile Thorns Ray of Fire Spreading Plague Divine Mark Mirrored Image Writ of Consumption Lv4 Divine Terror Circle of Protection Circle of Protection Shining Beacon Noxious burst Finishing blow Llengrath’s Displaced Image Divine Terror Lv5 Rot skulls Revive the Fallen Wicked Briars Flame Shield Blast of Frost Shadowing Beyond Confusion Writ of War Lv6 Salvation of Time Minor Intercession Minor Intercession Pillar of Holy Fire Ninagauth’s Freezing Pillar Spiritual Ally Arkemyr’s Wondrous Torment Pillars of Holy Fire Lv7 Rusted Armor Resurrection Wall of Thorns Torrent of Flame Death Ring Minor Avatar Gaze of the Adragan Writ of Sorcery Lv8 Symbol of Berath Symbol of Eothas Symbol of Eothas Symbol of Magran Symbol of Rymrgand Symbol of Skaen Synbol of Wael Hand of Weal and Woe Lv9 Hand of Berath Light of Eothas Lashing Vine Magran’s Might Call of Rymrgand Revenge of Skaen Blessing of Wael Writ of Mending
-
*takes notes* Awesome thread, many thanks @thelee! Strangely there's a conditional that does exactly this, but for some reason isn't exposed to to behavior editor... If you're ok with mods, I did a quick implementation of it: ai_is_in_range.7z Mods do not disable Achievements btw, so you are safe. I recommend checking out the More Custom AI Conditions mod. Though it does not implement the abovementioned conditional, it has some incredible Quality of Life stuff such as a "Is Focus is at Maximum" conditional for Ciphers which might be helpful for the Ascendant?
-
I haven't seen anyone upgrade Squid's Grasp into Certain Mutiny over the mutually exclusive Attempted Parley. Here's a fun way to trigger it consistently: Make a Berserker Witch. Equip any party member with Squid's Grasp (upgraded with Certain Mutiny). Confuse the Witch with Frenzy. Have the Witch cast Puppet Master on themself (possible thanks to Confusion). The wielder of Squid's Grasp will get two Tier 3 Inspirations, and the Witch will no longer cause friendly fire since Dominate overrides the Confusion from Frenzy! It's also doable just with Charm, but that would disable the target's Abilities. If that's acceptable, the best option would be a Debonaire's charm which also generates up to three Body Inspiration on the target.
-
You seem to be using the wrong quotation mark character in the first line, try changing from “GameDataObjects”: [ to "GameDataObjects": [ ____ "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "IconTextureSmall": "gui/icons/items/consumable/potion_of_deleterious_s.png", "IconTextureLarge": "gui/icons/items/consumable/potion_of_deleterious_l.png", }] I'm not certain how permissive Obsidian is at loading JSON, but it's good in general to leave out the trailing comma of the last line of an array or object. Like this: "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "IconTextureSmall": "gui/icons/items/consumable/potion_of_deleterious_s.png", "IconTextureLarge": "gui/icons/items/consumable/potion_of_deleterious_l.png" }] ____ { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "L4_Potion_of_imperfect_arcane_reflection", [...] } You'll also need commas after each GameDataObject end bracket (except the last one): { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "L4_Potion_of_imperfect_arcane_reflection", [...] }, Hope that does it!
-
Sad news, I tried "downgrading" Clear Out to a GenericAbility and add the indicator that way, but it just bugged out. Probably not fixable. Good nows, a guy asked about implementing Powdered Burns indicators which luckily did work: https://www.nexusmods.com/pillarsofeternity2/mods/448?tab=files Powder Burns Indicator.zip
-
I'm having issues implementing it... It does not seem to be possible to add indicators the same way as with Carnage, since (afaik) there's no Conditional that can be used to check properties of a parent attack (for Carnage I could just use HasAbility(Carnage) on the owner but that wouldn't work for only specific attacks...) Besides, there's a limited number of slots that can be used for this, only AttackOnImpactID and ExtraAttackID. So even if there was a fitting Conditional there'd be no place left for both the cone and the 360 upgrade if you want Carnage compatability. Trying to implement an indicator "natively" doesn't seem doable either. Clear Out isn't an GenericAbility like Spinning Assault, but a WeaponAttackAbility, which is why it uses the equipped weapon's targeting indicator. And it turns out that WeaponAttackAbilities won't display targeting indicators of attacks specified in AttackID (and from my limited testing, seems that they won't fire at all...) Rewriting Clear Out as a GenericAbility is probably the only option remaining, I might make an attempt at it later...
-
I think I would prefer sticking to non-scaling bonuses tbh. Several of the best hats in the game can be purchased/liberated the moment you leave Port Maje: Acina's Tricorn Death's Maw Deltro's Cage Helm Heaven's Cacophony Helm of the Falcon Rekvu's Fractured Casque Thaos' Headdress Whitewitch Mask So I don't think it would serve a purpose since hat progression isn't linear either. It would be inconsistent with the other racial abilities, too. Death Godlike hit a sweet spot in vanilla imo, but I'm all in favor of buffing the others. The P&P adaption gives each of the godlikes a unique daily ability, though pretty mundane ones. Some are inspiring though: How about giving Moon Godlikes a per-encounter Pull of Eora? Though instead of a Pulsing Hazard it'd just fire once and have a smaller AoE for balance. Maybe call it "Pull of Belafa"
-
Nalvi's Resolve effect is the part of the Pet bonus that only applies to the character that has the Pet equipped. (It's the effect that is specified in StatusEffectOnEquipIDs.) It is completely separated from the Party Wide Ability (Armor Recovery) which is specified in AbilitiesOnEquipIDs. However in Nalvi's case (and maybe all pets), the Party Wide Ability's tooltip description also describes the "Owner"-exclusive effect, even though it is actually defined elsewhere. If you want to change Pumpkin's "Owner"-exclusive effect specifically to Nalvi's Resolve Bonus, change the ItemMod's StatusEffectOnEquipIDs parameter to 13587cb0-b4a9-42f4-b185-4ec4efca6216, which is the Guid of Mod_Pet_BACKER_SE_Resolve. If you want the AoE bonus effect, then it would be ab2ec447-f3b9-4263-87fd-d98caeb576d1 (Mod_Pet_BACKER_SE_AoESize)
-
I edited my comment right after I posted because I realized I was unclear, but you were too fast and got to read the original Good picks! Something like this should work: Create a new ItemMod, preferably use one of the Mod_Pet_BACKER_ ItemMods as a template. Fix its DisplayName so that it shows up as "Pumpkin". Change its StatusEffectOnEquipIDs parameter to the Guid of the StatusEffects you want the Watcher/Owner to get. I guess you want one of these two: Mod_Pet_BACKER_SE_ARRecovery (307d9a83-74ba-4af6-b680-2ce9fc6c1754) Mod_Pet_BACKER_SE_AoESize (ab2ec447-f3b9-4263-87fd-d98caeb576d1) Create a new Ability for the Party wide effect. I'd use Pet_BACKER_Nalvi_PartyAbility as a template if you want party wide Armor Recovery or Pet_BACKER_Peter_PartyAbility if you want AoE size. The Description would have to be changed. Change the ItemMod's AbilitiesOnEquipIDs parameter to the Guid of the new Ability. Change Pumpkin's ItemModsIDs parameter to the new ItemMod's Guid. If you want entire new effects, you could check out the other Mod_Pet_BACKER_SE_ effects and see how they work. You can read up on StatusEffects here: https://eternity.obsidian.net/game-data-formats/components#statuseffectcomponent
-
Yeah, that's a Guid. If you want to make a new object, you need to generate a new one or it will just override the original object. The above ScriptHook will place the cat in the box right next to where you land on Vilario's Rest. Though you might need to walk into another area and back or quicksave/quickload the scene to make it trigger properly. You have to replace 3156219f-c117-4ea8-a14d-c727cbc13321 with the new Guid you generated. Which effect do you want to give it?
-
Just shooting in the dark here but how about an AuraAbility with two status effects (or just two separate AuraAbilities), one blank with a condition that checks HasShieldEquipped on the target, and one with the actual Def effect and a HasStatusEffect conditional which checks for the blank effect on PartyAny (b1a7ea1e-0000-0000-0000-000000000000). That way if anyone within the aura has a shield, everyone would get the buff. Not very clean, but...
- 1 reply
-
- 1
-
Change Fury Spiritshift
Noqn replied to Aldaroshka's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Of course, no worries