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Noqn

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Everything posted by Noqn

  1. @Kvellen Ok so weirdly they can be found both as loose icons and in a sprite sheet...
  2. Oooh, found the atlas in ...\PillarsOfEternityII_Data\sharedassets2.assets Names & Sprite coordinates in UIAtlas (PathID: 632)
  3. Hi, this is the right place to ask! Also good timing, I've been working on some updates these last weeks and can take a look at your issues as well Icons in general are baked into one of the .unity3d or .assets files in ...\PillarsOfEternityII_Data\*.assets ...\PillarsOfEternityII_Data\assetbundles\*.unity3d I've been using this tool: https://github.com/Perfare/AssetStudio to view & extract them. Background icons specifically can be found in: ...\PillarsOfEternityII_Data\resources.assets @Kvellen has had success replacing loading screen images, maybe a similar method could be used to override/add new background icons? Yeah this is functionality I really should add There's no way to do it currently, you'll have to open the mod's .gamedatabundle and remove the json manually. Sorry. I also want to add some way to compare and revert individual changes made by a mod. Ops, absolutely not intended. It's meant to open the wiki https://gitlab.com/noqn/apotheosis/-/wikis/home May I ask what's your OS & web browser? Anyhow, I'll change the method for opening the browser...
  4. I got curious and took a look at the decompiled code and the GenericAbility.ConsumeResource function looks kinda like this: if (this.GenericAbilityData.IsSpellUsageType) { casterStats.ExpendSpellCast(this.AbilityClass, this.AbilityLevel); } else if (this.GenericAbilityData.IsClassPoolUsageType) { casterStats.ConsumeClassAbilityPoolPoints(this.AbilityClass, this.UsageValue); } else if (this.GenericAbilityData.IsAccruedResourceUsageType) { casterStats.ExpendAccruedResource(this.AbilityClass, this.UsageValue); } As you can see, the ExpendSpellCasts function doesn't take a parameter for UsageValue and always removes 1 cast from the appropriate spell level. So basically the game never utilizes the UsageValue of Spells specifically. I don't think there's a way to get around it sadly. You could maybe add a status effect with StatusEffectType set to SpellCastBonus and with -1 Value, to "remove" a Lv1 cast? But the spell could still be cast when you only have a single Lv1 cast remaining, so maybe wouldn't be helpful.
  5. Uploaded the new files: https://www.nexusmods.com/pillarsofeternity2/mods/360?tab=files#file-container-miscellaneous-files Massive thanks @Kvellen
  6. Thanks for reminding me I tried it now with the remaining voiced line in the finale, and it works flawlessly! The sfx of the wheel getting destroyed from the same .bnk still plays appropriately, so seems like just removing a single baked wem leaves the rest intact. iirc I considered that way back but didn't want to edit any of the convo files
  7. Yup, same size: https://mega.nz/file/WGJAUJRT#UQv2wpHHDU5TZS9eTGcze0uAkV2bg-ACg-3B0uPTw1g
  8. The largest available extracted directly from game files is 1730x910, it's too big to upload directly to the forum so here's a link: https://mega.nz/file/iCJTCR6J#cpj0P6yjnjlKRxm07l8-UNBbH8WDmwsCMa4KHbaI_2A
  9. Oh and one more thing, It was a while ago I tried this but I remember having trouble with abilities that have no attacks assigned to them (triggered instantly without any cast time whatsoever). The removal wouldn't trigger since there were no attacks made. Some Fighter abilities were designed like this, like Vigorous Defense and Unbending. Not sure if any Cipher spells are like that though.
  10. iirc I've tried something like this: Expand TriggerAdjustment, set MaxTriggerCount to 1, RemoveEffectAtMax to true, and ValidateWithAttackFilter to true. I don't remember which TriggerAdjustment -> TriggerOnEvent value you need, to shut the effect off after the spell cast but still give the bonus for the cast itself. Either of these I think: OnBeforeAttackRollCalculated OnPostAttackRollCalculated OnLaunchesAttack OnActivateAttack Oh and this solution needs ClearWhenAttacks to false.
  11. You probably could create an ability with several status effect children, each having an ApplicationPrerequisite (?) conditional for every disposition rank like this IsDisposition(CleverDisposition, Rank1, EqualTo) So that only one is active at the same time Wouldn't show the favored/disfavored indicators in the UI though
  12. One possibility is that one of the files in the export folder of your installation has been corrupted. The previous bug was caused by a single .stringtable file in the german localization (\exported\localized\de\text\conversations\05_neketaka_artisans_district\05_bs_construct.stringtable) being messed up across all installations by default. That specific file is now being skipped, but if another file has gotten corrupted Apotheosis will still stall when exporting. I'm working on fixing the stalling and showing an error message to the player instead (as well as showing the update-available prompt earlier), but meanwhile you could try backing up your override folder and reinstalling deadfire. Really sorry for all this
  13. Ok, weird. Open your file explorer and put %Appdata% into the address bar and hit enter. You should now get to something like `C:\Users\Yhekal\AppData\Roaming` Is there a folder named "Apotheosis" in there? If so, delete it and run Apotheosis.exe again No, it shouldn't.
  14. Sorry, I messed up an update yesterday, you can download the latest version from gitlab which has fixed this issue: https://gitlab.com/noqn/apotheosis#download-run You still might have to wait a minute or so for the export to finish depending on how fast your system is. For a future update I will for sure add a progress bar.
  15. ****, I realized the app checks for missing exported data before checking for a new version, so everyone on 2024-02-18 will just be indefinitely stalled on the export and never get the update notification... Everyone who updated to yesterdays version would have to install the latest release manually. Agh ****.
  16. Omg, thanks and sorry... I've fixed it and the release pipeline is running now, the patch should be available in ~10 minutes.
  17. 2024-02-18 Added support for editing StringTables of all localizations! Users can now switch languages with the dropdown located to the right in the headerbar, which determines from which StringTables to load and save text. Note that this update may increase load times and memory usage. For a future release, users will have the option to omit loading localization files to mitigate this impact. ____ Got poked by someone asking for this, most of the code for supporting this has been in place for a long time but never finalized, so it wasn't too painful to complete
  18. I looked and .NET 8 (which Apotheosis is built with) sadly does not support Windows 7. https://github.com/dotnet/core/blob/main/release-notes/8.0/supported-os.md https://github.com/dotnet/core/issues/7556 I wasn't aware of this, I'm really sorry.
  19. On windows? Apotheosis.exe is the file you want to run. If that file is not working, I don't know what could be wrong. Can you specify which OS and version you're running? Sorry for the inconvenience
  20. It's possible to edit variables in the SkillManager object's SleightOfHandSettingsComponent which affects difficulty. VisionModifier & DetectionModifier - How much detection/visibility affects difficulty. LevelModifiers - How much the victim's level affects difficulty. ItemModifiers - How much the item's category (such as weapon, consumable, quest item) affects difficulty. It's also possible to edit the loot lists (though it's not possible to mod which characters use which loot lists), the loot lists can look like this: It's possible to add conditionals to whether a single loot item, a nested loot list, and/or the entire loot list itself should be loaded. It's not possible to make a specific item harder/easier to pick, apart from changing its category's difficulty.
  21. Hi @Kvellen sorry for late reply, I wanted to reply and post an update in the same go but I ran into what I suspect is corona Fever is down and headaches gone so I'm sit down and finish the last pieces now Thank you so much for your words and happy new year to you too I'll see if I can look into this later on. Maybe it's something Apotheosis could automatize.
  22. Speaking of quests, I will take the opportunity to take a look at this as well (better late than never )
  23. Oh nice, that would be great! Is the quest triggering in vanilla when you enter the bog before the druid attack or are you doing that by script hooks btw? I don't know if this was because I only half-accounted for the alternate descriptions, or because I realized they weren't usable for Objective Nodes, I'll double check later. It's possible to select alternate descriptions for the Quest (root) Node tho, but I noticed that Apotheosis only lets you select already defined alternate descriptions (with id >= 40_000) but not add new ones... I'll fix that for sure... Could you send me the version of the mod where this happens, if you still have the files?
  24. This works for me, even with an already opened container: In this case the 22746573-3fea-4362-bc8c-a919703d5793 is the ID of the container, which I got with the "PrintInstance oei_hovered" console command. if { IsInActiveScene(22746573-3fea-4362-bc8c-a919703d5793) } then { GiveItemsToObject(22746573-3fea-4362-bc8c-a919703d5793, Drug_Svef, 1) }
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