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Everything posted by Noqn
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Modding summoned weapon ?
Noqn replied to johncdp's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Summoned Weapons have the ItemMod Scaling_Weapon, which has three StatusEffects: Scaling_Weapon_SE_Accuracy (cb6879e9-e07d-4380-8acc-b698891a8555) Scaling_Weapon_SE_Damage (cf93bd41-47d4-4d0d-90ae-7fd9ef0066cd) Scaling_Weapon_SE_Penetration (31b89607-0914-4453-8f9d-f5a18aa8327f) You want to look at each of their PowerLevelScaling parameter. Here's the specific documentation: https://eternity.obsidian.net/game-data-formats/structures#statuseffectlevelscaling However, touching these values will also affect all non-summoned weapons that use Scaling_Weapon (there's a bunch of them). I'd recommend making a new ItemMod with Scaling_Weapon and its StatusEffects as a template, make it scale with PL, then replace the ItemMod references to Scaling_Weapon with your new ItemMod for all the summoned weapons you want to affect. Quarterstaff_Concelhauts_Parasitic has the ItemMod Draining, which in turn contains Draining_SE_ApplySEByDamageDealt (f6269b2d-6a7a-4956-8894-2b5e76a39089) which you'll find in statuseffects.gamedatabundle! -
This is not entirely elegant, but how about making Blood Sacrifice Tiers selectable through a modal ability? Inspecting each Tier for exact damage values (may not include conditional damage modifiers such as Death's Usher): Strangely, it turns out that Tier 1 restores up to lv4 and Tier 2 up to lv7 spells. (Despite the status effects having correct values.) AddResource seems to evaluate Spell Levels zero-based, contrary to the documentation.
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I've had similar thoughts, imo +3 PL > AoE/Duration since Inspiration and Attribute bonuses never overlap in vanilla. Another suggestion is changing Brilliant so that it gives Spell Pool Classes +1 Cast/Level while the effect is active, à la Grimoire of Vaporous Wizardry. Solves the resource issue while being faithful to the vanilla effect. I played around with this implementation a bit and it plays nicely with repeated buffing - if you use all of your lv9 casts while Brilliant, then get Brilliant a second time, you'll still have 0 remaining lv9 casts. Powerful but not abusable! Doesn't solve Power Pool Classes though.
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The only problem with the Legacy Creator I've noticed is that it doesn't entirely acknowledge some of the dragons you might've killed in PoE1. If you killed Llengrath, the variable n_Llengrath_State will be set correctly, but not b_Bog_Dragons_Killed, which is used in at least one conversation in Deadfire. It straight up doesn't ask you about the Alpine Dragon. I made a small fix for this, be sure to make a new Legacy after installing to your Override folder: Improved Custom Legacy Creation.zip
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There's a bunch of Ice-themed equipment but sadly only a few give Frost PL. Chromatic Quarterstaff gives +1 PL to Frost (and all the other elements) but is quite late-game. Sun and Moon gives +2 PL to Frost, but only during night. Can be bought at a reasonable cost after Port Maje. Watershaper's Focus gives +1 PL to Frost. It's worth noting that Illusion PL synergizes with Kalakoth's Freezing Rake and would make for good options once you hit Lv 16! Whitewitch Mask gives +1 to Illusion, can be looted very early. The Eye of Wael gives +2 to Illusion, doesn't require any combat iirc and can be picked up right after Port Maje. A Wizard with Sun and Moon, The Eye of Wael and Whitewitch Mask would get +5 PL to Kalakoth's Freezing Rake just from equipment.
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Quality enchantments don't increase the base damage if that's what you're asking? The Best Defense works as it should for me: Strange, could you send me the gamedata text? Fine: +1 Pen, +4 Acc, +15% Damage Exceptional: +2 Pen, +8 Acc, +30% Damage Superb: +3 Pen, +12 Acc, +45% Damage Legendary: +4 Pen, +15 Acc, + 60% Damage Mythic: +5 Pen, +18 Acc, +75% Damage You can see the bonus by hovering over the stats in the inspection menu.
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Here are the files with Unarmed filter and without Tuotilo adjustments: Shield Bashy.zip I'll upload them as an alternative download to Nexus later. It might be worth including the vanilla values of Tuotilo's attack in your mod: { "GameDataObjects": [ { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "Tuotilos_Palm_Melee_Monk", "ID": "5edb99ed-2fc9-482a-869e-c23eb50da841", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AccuracyBonus": 0, "PenetrationRating": 7 } ] } ] } (Just in case someone uses the current main version of my mod and you want to override the adjustments I included.)
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Sorry, I should've clarified. -15 Accuracy and -4 Penetration would be to counterbalance the bonuses from Legendary Quality. Since it starts at Superb it would end up with just -1 Penetration and -3 Accuracy compared to vanilla when the Player fist picks it up, and return to vanilla Accuracy and Penetration once upgraded to Legendary. The only difference at that point would be the new +60% damage bonus, but it'd still be significantly lower than Fists.
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At max Transcendent Suffering and Tuotilo at Legendary: Tuotilo's Palm: 19 - 24 Fists: 25 - 34 Which is reasonable. On the other hand, Tuotilo has 15 Accuracy and 4 Penetration more than Fists. (OUCH!) Not as seamless as I first thought... But yeah, it's adjustable. On the top of my head, simply decreasing its base Pen by 4 and base Acc by 15 should do it. Would be a very small and temporary nerf compared to vanilla since it starts at Superb.
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@Elric Galad and @coralzombie, I found an universal fix to Shield Bash Quality Scaling, would you be interested in merging it into your own mods? https://www.nexusmods.com/pillarsofeternity2/mods/425 It's done through adding new status effects to each of the Shield Quality enchantments, basically copies of corresponding Weapon Quality enchantments but with HideFromUI set to true so that they they don't clutter ordinary shields. (Ordinary shields are for that matter unaffected due to how AttackFilter Source: "ParentEquippable" works.) I'm really happy about how seamless it turned out!
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Mod Release: New Game +
Noqn replied to Noqn's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Thank you I can imagine Deadly Deadfire being a good fit, I'll install for my next playthrough! -
Gorecci Street is brutal, especially with just Edér and Xoti. You could always return after you've picked up the 3rd Companion (or even the 4th). Obsidian listened to critique and added an option to go straight to Boarding when you fist collide with a ship on the world map, so you can safely uninstall this mod
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That's a sick idea (in the good sense). You could theoretically create an interactive armor (like Modwyr) and using its conversation as a menu to switch stats using RemoveItemsFromObject and GiveItemAndEquip scripts, replacing the item with another of the same appearance but different stats. But then you'd have to manually create a variant for each item combination and there would be a couple limitations, such as Enchantments resetting between switches. You could add an armor that "switches" between simple stuff like Light/Medium/Heavy this way without any issues, but a full-fledged "Armor Cleaver" is basically impossible.
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Sadly not, the only parameter (apart from OnEquipVisualEffects) that affects the appearance of the armor is a path to the unity asset: { "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "Robe_Armor_U_Effigys_Husk", "ID": "54b1899b-13d0-4e2e-a1f6-35bada15554a", "Components": [ { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/body/cl/cl21/a_cl21_v02.asset" } } ] }