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Noqn

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Everything posted by Noqn

  1. *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?
  2. Works for me by pressing the Select All key (defult: Backspace?)
  3. Check out GlossaryEntryGameData in gui.gamedatabundle
  4. Another fun combo, if your Berserker/Debonaire Charms an ally, they can switch to a weapon set with Modwyr to remove the Int affliction but keep the Inspirations!
  5. You still have full control of the character, though you might have to re-select it right after getting Dominated. Yep! Yeah, doesn't work with summons. Also doesn't seem to work with Animal Companions.
  6. 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.
  7. 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!
  8. 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
  9. 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...
  10. 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"
  11. 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)
  12. 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
  13. 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?
  14. 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...
  15. You need to override the entire PT_Druid progression table, located in progressiontables.gamedatabundle. PL 0 Auto Grant - Spiritshift Stormblight Change Category from General to Custom1 (for Druids this is the category used for Spirit Shift abilities). Change UnlockStyle from AutoGrant to Unlock. To hide Storm Blight from your Ability Tree if you did not pick it, append the following ConditionalCall to VisibilityConditional: { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableHasAbility(Guid)", "Parameters": [ "b1cbe940-1f51-48e0-ac54-d7547e8cc0e3" ] }, "Not": false, "Operator": 0 } PL 0 Unlock - Spiritshift Bear/Boar/Wolf/Cat/Stag Remove the following ConditionalCall from both VisibilityConditional and Conditional to make sure Fury can pick each Spiritshift variant: { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", Parameters": [ "0e7a5b7d-6eba-4d29-9bdc-a90dc145a0c4" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": 1588994268 }, "Not": true, "Operator": 0 }
  16. 1) Wizard_SE_DisableIllusions specifies ClassValueID: Wizard, so it does not restrict Illusion-Keyworded abilities of other classes! 2) Sadly, so does Illusionist_SE_PowerLevel, which means Priest of Wael does not benefit from picking the Illusionist subclass. 3) Druids spells with Evocation keywords, you mean like Tekehu's watershaper spells? Should be the same case as above. Or am I misunderstanding the question?
  17. One of them would be replaced. If the Community Patch takes precedence, the indicator will always be displayed correctly. But if my mod overrides CP, the Stag Carnage indicator would only be displayed for barbarians.
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