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Everything posted by Noqn
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I'm gonna take this opportunity to promote Apotheosis Download links can be found here: https://gitlab.com/noqn/apotheosis#download-run For this you want to navigate to GameData -> Items -> ItemMods and search for soul_reaper to find the right object. Next you want to expand the StatusEffectsOnEquip row, right-click on the child row and select Duplicate. (Creates a new row with the same ID reference). Then right-click the duplicate row that was just added, and select Assign Duplicate. (Creates a duplicate of the GameData object that is referenced, then assigns the ID of the new object to the selected row). In the popup dialog, keep the old name but add _OnCrit at the end to distinguish it from the old effect, then press Accept. Next press the Save button under the tab, then you'll get to enter a name for you mod folder. After that, right-click the _OnCrit row and select Open in New Tab. In this new tab you want to make a few changes: Edit the OverrideDescriptionString text so that it mentions "on scoring Crit" or something, rather than "on scoring a Kill". (Press the Pen icon to edit text) Change the EventValue row from OnScoringKill to OnScoringCriticalHit After all that, hit the save button under the 2nd tab, as well as the save button in the upper left corner of the app window. One concern with this solution (I haven't tested it) is that the effects could stack separately (potentially getting up to two x4 stacks)? But anyhow you'll find out if that's the case
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It will be fully playable, you won't miss generic Priest dialogue options, but you won't get any "Priest of Rymrgand" options when other classes would've gotten a special option for their Deity. CharacterSubClassComponent -> IncompatibleWith lets you add new restrictions, but the ones with opposing dispositions are automatically detected as invalid combos by the game, sadly... So there's no way to "enable" forbidden combos.
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Oh, this is probably something I should support. Ok I looked into it, the crash happens because BPM Buffs adds a statuseffect named Perishing_Strike_SE_ApplyOnEvent without overriding the old SE also named that, and I hadn't accounted for duplicate names (which I should've). Both of these issues were quick to fix, in other words a new release is up now 2023-10-02 Fix CTD when using auto-completion in the expression editor when there are more than two GDOs sharing the same name. Support capitalized keywords in expression editor (AND, OR, NOT, THEN, IF, TRUE, FALSE).
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Uh oh. First of all, a thousand thanks for reporting! I should definitely implement crash log functionality, but for now could you describe how to reproduce the crash? Are you separating each conditional with and or or, like this? HasAbility(Player, Fireball) or Always(True) If you are already doing this, could you post an example of script text you've entered that is not validating? Btw, it's not the best docummentation, but I've written a bit about scripts/conditionals syntax here: https://gitlab.com/noqn/apotheosis/-/wikis/General-Instructions/Expressions A feature I've been aware would be useful, would be some hinting (like green/yellow underlines) that indicates exactly what part of the script syntax can't be parsed correctly. (Currently it only warns about invalid characters and unfinished strings iirc.)
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Edit companion stats
Noqn replied to HurukHai's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
That's insane, what even are the odds for you both to be working on this? -
Edit companion stats
Noqn replied to HurukHai's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Yep, go to GameData -> ProgressionTables -> CharacterProgressionTable. Then you can either right-click CharacterProgressionTable to create a new one from scratch or move to the panel to the right and search for the table you want (e. g. one of Eder's tables), right-click that row and press Duplicate - then you'll create a deep copy of the that table. After you've created the new table you can edit the by pressin the Pen icon next to AbilityUnlocks You can see this in action here: (It looks better for ClassProgressionTables since the view puts ability icons on rows depending on their PL requirement and not Level requirement - so almost all abilities are on the first row in CharacterProgressionTables) You can then add the new ProgressionTable to your Companion by navigating to GameData -> Characters -> Companions, selecting the Companion in the panel to the right, then in the tree view expand the ProgressionTables row and click the row of the PT you want to replace, then lastly just search/select the PT you want to replace it with And hit the save button to save the mod: -
Edit companion stats
Noqn replied to HurukHai's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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Edit companion stats
Noqn replied to HurukHai's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Try including only the modified properties of each component. This works for me, though it would only apply to a new game, not mid-playthrough after recruiting Eder. { "GameDataObjects": [ { "$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp", "DebugName": "Companion_Eder", "ID": "90f0d0df-dde6-4e68-b56b-66a446341ce3", "Components": [ { "$type": "Game.GameData.CharacterStatsComponent, Assembly-CSharp", "BaseConstitution": 10, "BaseIntellect": 16 } ] } ] } -
New update! Should fix the bug reported by @abot 2023-09-24 Added support for AIDecision trees! Fixed Quest StringTable entries being written with incorrect IDs. The save button is now properly disabled after unloading unsaved changes. Here's a video I posted a bit further up on this page showcasing AIDecisionTree modding
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No, I firmly believe the current implementation is the best way. Opening up for loading invalid data can lead to a bunch of unexpected behavior. If some invalid edits have been made, they should be manually fixed first. The warning & json highlighting should make it easy, in this case you want to replace the faulty line with this: "ClassID": "00000000-0000-0000-0000-000000000000", To find exactly what has gone wrong, you can look around the official gamedata documentation, in this case you're looking for StatusEffectDynamicValueAdjusment which is located in the Structures page: https://eternity.obsidian.net/game-data-formats/structures#statuseffectdynamicvalueadjustment
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Hi, thank you for letting me know and I'm sorry for the issues, I'll look into this! It really shouldn't hang like this at all. My ~15 year old laptop exports everything in maybe a couple minutes? And that's an extreme case. A few questions: Which DLCs do you have installed? Have you edited any of the .gamedatabundle files in the exported folders prior? Are you on Windows or Linux?
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Graphics help
Noqn replied to HumanChalice640's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Yeah I saw the screenshots, sorry for not responding. It's not something I've seen before I'm afraid or have a solution for- 3 replies
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Change game file
Noqn replied to Ghash's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
If you are ok with using console commands for this save (will disable achievements for your current save), you can enter this command to increase his responsibility points: IncrementGlobalValue n_aloth_p2_responsible 999 (You have to enter IRoll20s first if you haven't already.) If you want to do it the modding way, here's the following instructions for Apotheosis: Select Conversations, search for 'endgameslides' and double click that option. Next search for 'Aloth' in the left-bottom search box in the conversation tab and press Enter. You should now be centered on the "Bank Node" which defines all of Aloth's ending slides. Now for every child node in this Bank Node (#146), the easies solution would be to press the Conditionals button (it has a Key icon) and replace all the text with either AlwaysFalse() or AlwaysTrue() depending on whether you want that particular slide to show up or not. Happy modding -
Hi, for this Apotheosis (mod editor) will be of much use, which you can download here: https://gitlab.com/noqn/apotheosis#download-run Open your work-in-progress mod (if you don't have one, skip this step). Navigate to Characters -> NPCApperanceOptions in the leftmost tree view, then click NPCAppearanceOptions in the panel to its right. Expand the following rows: NPCAppearanceOptions -> NPCAppearanceOptionsComponent -> SubraceAppearanceDatas -> [1] -> MaleHeadAppearancePieces Make sure that the Subrace value is Meadow_Human. Right-click the AppearancePiece[3] cell to the right of MaleHeadAppearancePieces, then in the popup-menu select "Add New Item" A new child will show up, with the value "prefabs/*.asset". Click it, then in the popup menu search for "eder", select "a_head_eder" and press Accept. Press the save button and then you'll be asked to name your new mod folder. (If you loaded a mod folder, you won't have to enter a new name.) It will now show up in character creation when making a male Human Meadow Folk!
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I'm pretty much finished with AIDecisionTrees now! The expressions that are used for defining target prioritization use a different set of methods from the standard Scripts, though I've made sure to cover them all. There's no documentation on them, but the auto-completion feature should be of help enough One issue, as you can see in the videos, is that most of the trees have no DebugName assigned to them... I'm thinking of assigning DebugNames to the trees before exporting to `apotheosis_export` based on this order or priority: AiDecisionTrees whose CharacterClassID is set to a specific class will be named after that class. AiDecisionTrees which a CharacterProgressionTable points to will get that PT's name. If a CharacterProgressionTable contains all abilities of the AiDecisionTree, that table's name will be used. Next, the name of the CharacterProgressionTable with MOST matching abilities with the AiDecisionTree will be used. Lastly, the CharacterProgressionTable with ANY matching ability will be used. Afterwards with this implementation it looks like this, which from what I can tell is accurate enough: Sounds good? Idk if I should name the remaining trees something? I've also updated the export dialog so that it will let you know if you have partially exported data, thought it would be a good idea to clarify since it will show up for everyone after the update now that AI decision trees have to be exported.
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In Carnage_SE_PrimaryAttackDamage you can see that they've intentionally set the scaling to WeaponDamage * 0.33 * (1 + (0.1 * PL)) From what I can tell from the code, the PrimarWeapon/SecondaryWeapon damage in the DynamicValue does not account for modifiers such as Weapon quality, it just makes a new damage roll based on the weapon's base min & max damage values. Which is consistent with what you've found
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New release with AppearancePiece popup and a few fixes and features! Be aware that AppearancePiece values are also used elsewhere for weapon scabbards, as well as character heads, hair and beards. So those will also be available in the popup when you click EquippableComponent -> AppearancePiece. @Hoo Let me know if you think the menu gets to crowded or filled with irrelevant stuff, I can break them up into separate categories if you'd like _____ 2023-07-17 Added AppearancePiece "prefab path" selector popup. AppearancePiece's ModelVisualDataPath and SummonPath's Filename children are now hidden. Clicking AppearancePiece/SummonPath will bring up the prefab selector instead. AppearancePiece and SummonPath can be used directly in string queries, e.g. #Equippable.AppearancePiece &= "great_sword_naga" Pasting objects no longer populates child rows that are supposed to be hidden. Added new context menu options when right-clicking an Expression row: Copy Expression text to clipboard Clear Expression 2023-07-07 Expression editor can now parse GameData DebugNames containing spaces if the user types them out "surrounded with quotation marks".