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Everything posted by Noqn
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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" } } ] }
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They seem to be added to creatures as Abilities by their respective progression tables: general_weaknesses_charm (Weakness: Int) general_weaknesses_sicken (Weakness: Con) But Weakness: Might seems to be straight up missing... There's no Status Effect in the game with fitting parameters* besides LAX03_Spider_Swarm_Weakness_Body_SE_Dazed. *StatusEffectType: "AfflictionResistance", BaseVal: -1, AfflictionTypeID: "fda623d6-29a2-4e02-be6a-25c332ff194f" (AFT_Might) There's not even any "Weakness: Might Affliction" in the stringtables... Is it true that there's not a single enemy in the game that is weak to Might!? Weakness: Resolve is also missing... aad057e7-a4f6-4392-922b-00b097b3aa8c general_weaknesses_charm 76a41789-0f04-4e83-b3f7-f5efc143e074 general_weaknesses_distract c3512e00-ed99-4821-86fe-55fa385fa427 general_weaknesses_sicken f7ba9071-3ca1-4abe-aacf-62058d812730 general_weaknesses_slow 6c50e41a-1f63-4736-b13c-481cdbfefaef General_Immunities_Body_Afflictions 706fe17a-3767-44ee-b1d5-3933e9b41fab General_Immunities_Mind_Afflictions da0ddb04-d84a-4c99-87c6-5ebfedf2484a general_immunities_charm 2dab643a-704d-4aa1-9b99-af8f6b63d186 general_immunities_distract 95f6f387-05e5-4767-a500-40a0c3aaa591 general_immunities_fear 0ffa5836-3a1e-4688-9c84-aff155fb8e0d general_immunities_sicken 2b44d78a-65c4-4dcf-9737-87cd3b7af4d2 general_immunities_slow 75d5e415-dec6-48b5-825c-3c45383fc51e general_immunities_stun 38b85dee-c6cf-4191-aee2-acde31ad299b General_Resistances_Body_Afflictions 91d9f57d-3528-4e13-a9b9-0cf00706fb11 General_Resistances_Mind_Afflictions 5893faab-f686-4279-af08-d29f11a7523d general_resistances_charm ee88e67b-836e-4d12-a433-88eb273b5f3a general_resistances_distract 2135de60-7cda-40ee-9040-9e8e23aa6b4e general_resistances_fear 42208dea-5144-43e1-bc69-163c7331abb5 general_resistances_sicken 0d0ba4be-64ba-4c68-bf3e-a069ad930515 general_resistances_slow 6b1fee65-6d1c-49f6-8cbe-fab7573898a2 general_resistances_stun
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I like to look at Accuracy as pushing the entire attack resolution table one notch. Say that Attack Defense differential is 24. You'll get 6% Miss, 20% Graze, 50% Hit, 24% Crit. Increasing your Accuracy by 3 will give 3% Miss, 20% Graze, 50% Hit, 27% Crit. You've effectively "replaced" 3 Miss rolls with 3 Crit rolls. <- Attack - Defense = 24 <- Attack - Defense = 27
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Help needed with simple mod
Noqn replied to Majber's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Normally it would've been enough to put this in a .gamedatabundle: { "GameDataObjects": [ { "$type": "Game.GameData.CharacterProgressionTableGameData, Assembly-CSharp", "DebugName": "PT_Serafen_Cipher", "ID": "d54d5b20-b339-4d6a-b7f4-b24dec0f47d9", "Components": [ { "$type": "Game.GameData.CharacterProgressionTableComponent, Assembly-CSharp", "SubclassesIDs": [ "3dc5c0bb-ac71-47bd-8d1b-d368fc52fdf9" ] } ] } ] } This simply changes Serafen's (single class Cipher) subclass to Soul Blade. However, since PT_Serafen_Cipher doesn't contain Soul Annihilation and the Soul Blade passive, they have to be added manually by overriding the entire AbilityUnlocks list. Otherwise, he won't start with those abilities. He also gains the Wild Mind passive by default, which has to be removed from the list. Anyways, I've compiled a .gamedatabundle, for both of Serafen's Cipher and Witch Progression Table. Download here: Serafen Soulblade.zip- 1 reply
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Thanks for bumping this thread, Climhazzard. Wouldn't play without: Enhanced UI - https://www.nexusmods.com/pillarsofeternity2/mods/32 Community Patch - https://www.nexusmods.com/pillarsofeternity2/mods/335 Out With The Good - https://www.nexusmods.com/pillarsofeternity2/mods/370 Backgrounds Unlocked - https://www.nexusmods.com/pillarsofeternity2/mods/232 BackgroundFix - https://www.nexusmods.com/pillarsofeternity2/mods/204 Stacking Modals - https://www.nexusmods.com/pillarsofeternity2/mods/386 Agreeable Aloth - https://www.nexusmods.com/pillarsofeternity2/mods/78 FG Soulbound Upgrade - https://www.nexusmods.com/pillarsofeternity2/mods/273 Haven't tried but looks awesome: More Priest Subclasses (Ondra, Hylea, Abydon) - https://www.nexusmods.com/pillarsofeternity2/mods/159
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I wholeheartedly agree that it would be better in the big picture (and I actually considered that myself for a while), but every subclass that favors Stoic also disfavors Passionate so I'd really like to keep that pair. Another user commented about Rational vs. Clever on the mod page, so I feel like it would be for the best to make that pair optional.
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Luckily no, I made sure that there'd be no "conflicts" beforehand I got curious though, in terms of mechanics... + Priests of Wael can counter Rational with Clever responses. - Darcozzi and Priests of Magran have to pay attention to Rational responses. - Goldpact, Steel Garrote, Berath and Woedica have to pay attention to Clever responses. Basically, only Wael benefits from having them oppose eachother. It fits that the dry Rational-favoring subclasses would avoid Clever, but it feels wrong for Magran and Darcozzi to avoid Rational... I'm pretty conflicted now. I'm leaning towards separating them in the main downloads and adding an optional patch that makes them oppose eachother again.
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It works exactly like I said. "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald", "ID": "28839804-73ba-40b6-9a12-68f11b43afc8", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "StatusEffectsIDs": [ "5abb65f8-24c0-4c4f-af5a-143e31280398" ], "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Display", "ID": "5abb65f8-24c0-4c4f-af5a-143e31280398", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectsValueIDs": [ "014a1369-a685-46f1-b632-873207445b7f", "e01f33d4-a091-4c30-9d05-7466eded02eb", "c125d9b9-6526-48d2-b961-3b01b8e158d1" ], "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Smart", "ID": "014a1369-a685-46f1-b632-873207445b7f", "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Acute", "ID": "e01f33d4-a091-4c30-9d05-7466eded02eb", "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Brilliant", "ID": "c125d9b9-6526-48d2-b961-3b01b8e158d1", Each of these three Wit_Of_Deaths_Herald_SE_* Inspirations have mutually exclusive conditions, so only one will be applied to the Player. Smart will only be applied if Sassy_LVL1 == 1 Sassy_LVL2 == 0 Sassy_LVL3 == 0 Acute will only be applied of Sassy_LVL1 == 1 Sassy_LVL2 == 1 Sassy_LVL3 == 0 Brilliant will only be applied if Sassy_LVL1 == 1 Sassy_LVL2 == 1 Sassy_LVL3 == 1 You can see the example of Smart here: