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Everything posted by Noqn
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Change Fury Spiritshift
Noqn replied to Aldaroshka's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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 } -
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?
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I forgot about the Community Patch Stag Carnage, ops. Turns out both create AoE indicators by overriding AttackOnImpactID! So they'd be mutually exclusive. I tried changing mine to use ExtraAttackID instead, for compatability, but that causes the same issue as Wahai Poraga... I think I'll either add an instruction to place this mod higher in the load order than Community Patch Basic, or simply omit Stag Claws to ensure compatability. What's your opinion?
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I missed the Druid shapeshift attacks, but uploaded a patch to Nexusmods. If there are any indicators missing, let me know! Whispers of the Endless Paths works as veteran81 showed, but I've omitted Wahai Pōraga since it incorrectly made one AoE indicator for each enemy within its spin AoE, despite only triggering Carnage on the main target There's a way to show the correct indicators, but it causes Wahai Pōraga's spin not to trigger if the main target is missed, which I feel is far worse... Thank you!!
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I'd love this, bad ingredient rolls suck! It seems that Vendor inventories are specified in LootListGameData in items.gamedatabundle, generally prefixed by "Store_" Cuitztli ought to be Store_05_Herbalist and will spawn a set number of items from the following lists: 20x Loot_Small_Consumable_Drugs 30x Loot_Small_Crafting_Ingredients_Heralism 30x Loot_Small_Crafting_Ingredients_Alchemy 10x Loot_Small_Crafting_Ingredients_Arcana 20x Loot_Small_Creature_Parts However, it seems that most of the referenced lists will only output a single randomized item. e.g. Loot_Small_Consumable_Drugs: OutputMode: OneRandom 1x Drug_Coral_snuff 1x Drug_Deadeye 1x Drug_Mouth_Cha 1x Drug_Ripple_Sponge 1x Drug_Svef 1x Drug_Taru_Turu_Chew 1x Drug_Whiteleaf So Cuitztli will spawn a 20 randomly selected drugs every inventory reset. In comparison, Loot_Small_Crafting_Ingredients_Arcana will only spawn 1-4 Palm Slats, so I guess Cuitztli would spawn 10-40 Palm Slats every reset. You should be able to make a static list of loot, though I imagine that it could be a lot of work going through all the references like this... I would guess that these unique items are placed individually by the developers, specified somewhere in the Unity files outside the scope of modding.
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Worth noting that Obsidian had dropped both GOG and Linux for The Outer Worlds even prior to the Epic deal and the Microsoft aquisition. Could be attributed to the publisher, but it's not like Microsoft will be any better in that regard.
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Seems as if the MOD_Veil_Piercing item mod only exists to display the text, without actually doing anything. The two status effects of the general_spirit_veiled ability only seem to care wether the incoming attack has the Veil_Piercing Keyword or not. "AttackFilter": { "KeywordsIDs": [ "1b6d77c8-1155-4d49-9c7c-548716f0d409" ], "KeywordLogic": "Not", [...] } I don't think it's possible to add new Keynwords to existing attacks through ItemMods, sadly. So it might be hard to implement.
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[Spoiler] The Ending
Noqn replied to Calypsopoxta's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
It's explained in more detail here: https://jesawyer.tumblr.com/post/179141719626/poe1-the-wheel-is-a-naturalmetaphysical -
For the reasons @Elric Galad mentioned, won't fit his mod. (But maybe another one ) Nevertheless, I'm up for brainstorming this stuff! 100% agreed on Unbroken and Streetfighter. IIRC when you ask what he's been up to, first thing he mentions is getting into a barfight. Not sold on Cipher though. Less justifiable than the martial classes, story-wise. You also already have Serafen and Ydwin. I like these too, fits her personality. Agreed on Berserker. iirc, someone here wrote about this issue with the Ranger's design; because the animal has to be written into the story, it can only be a Companion class option if its mandatory. So while a Panther is not a bad solution, I still think it might be a bit awkward to never have it adressed in conversations. Maybe Rogue instead? Good picks. I'd say Debonaire also fits as his Rogue subclass, considering the undercover operations he has been up to since last you saw him. I actually expected Aloth to get a Barbarian option thanks to Iselmyr. Furyshaper fits lore-wise with Aloth being Awakened. You could argue for Priest of Woedica or Steel Garrote (which fittingly is an Aedyr-centric faction), if he ended up pro-Leaden Key. Otherwise he'd probably not want anything to do with any God. Kinda similar issue as with Edér, though I think it would be a cool parallel to the Cipher Rangas which adds another layer to the absurdity of Maia waging war against her country of birth. (Ok, I'm stretching it.) This might just be me but I always thought Maia's Gunhawk/Wizard option was out of place. IMO her secondary options should be Gunhawk/Assasssin and Gunhawk/Devoted, for obvious reasons.
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Excluding companion subclasses... 5 Barbarian 5 Chanter 5 Cipher 5 Druid 5 Fighter 5 Monk 6 Paladin 6 Priest 5 Ranger 5 Rogue 7 Wizard Single-Class Variations + Multi-Class Combinations - Inter-Class Combinations (5*8 + 6*2 + 7) + C(5*8 + 6*2 + 7, 2) - ( C(5,2)*8 + C(6,2)*2 + C(7,2) ) 59 + C(59, 2) - C(5,2)*8 - C(6,2)*2 - C(7,2) 59 + 1711 - 10*8 - 15*2 - 21 1 639
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Modding Classes
Noqn replied to SubRosa's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
The Subclasses added in patch 4.0.0 are (annoyingly) located in the laxg_exported folder which is why they are hard to find If you specifically want to edit the accuracy penalty, you can find Arcane_Archer_SE_AccuracyPenalty (bed4d99f-8d93-4a8e-b1e7-b3765a31cbf0) in laxg_statuseffects.gamedatabundle! -
That's fair, I'm annoyed by the low (and obfuscated) trigger chance more than anything. Sounds like good values. 50% will be much more consistent without going overboard. Keen Mind and Greater Focus definitely needed buffs, indeed. Ciphers get Focus up in the 200's, I don't think +20 would be too extreme at all.