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Noqn

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Posts posted by Noqn

  1. 16 hours ago, Hoo said:

    I'm not sure this is a display bug, but it seems that the PowerLevelScaling Value is actual number that increases, instead of % rate. 

    Thanks for noticing, this was my error and it should not display as percentage. It's now fixed in the latest version!

    On 11/27/2022 at 4:49 PM, Kvellen said:

    Yeah that'll make it a lot easier to find. Additionally, now that I think about it, having it being under its own section in the "Game Data" tab make it less likely to be confused with "Global Scripts". And if Modscripts default to being saved in "modscripthooks.gamedatabundle" that will be potentially clearer for those without access to the editor.

    Great, I've given it its own category now.

    2022-11-29

    • Fix StatusEffectLevelScaling display text
    • Move ModScriptHookGameData to its own category ("ModScriptHooks")
    • Like 2
  2. Just to clarify, I think I was mostly wrapped up in Companions passive skill spread when writing those posts!

    The main reason I lean heavily towards spreading points (more-or-less) evenly for Companions is that it makes it so much easier to switch party members without tilting the stat distribution. If everyone is specialized, switching members will most likely leave you with gaps in one skill and abundant points in another.

  3. Ah, yeah that does better address the root issue. Adding a ModScriptHook with SucceedOnlyOnce set to true and the following script:

    if
    {
    	IsQuestCompleted(companion_qst_pallegina)
    	and IsInActiveScene(8c9c23e0-6463-49aa-be47-0ceb2431a35d)
    }
    then
    {
    	ActivateObject(8c9c23e0-6463-49aa-be47-0ceb2431a35d, False)
    }

    I guess with this solution the Conversation doesn't have to be edited, which is nice for compatability

    • Like 1
  4. 5 hours ago, Kvellen said:

    Though I will mention it wasn't clear to me to that ModScriptHooks were located under "Global". It makes some sense now that I know where to find them, and I don't really know where else they'd fit beyond having their own section similar to "Speakers" with just the one option. Honestly fine where they are just figured I should mention it, as I was at first under the assumption there was no option to write them in the tool.

    This is really valuable feedback. If you couldn't find it at first after actively looking, it definitely should be moved to a unique category. ModScriptHooks is something I absolutely do *not* want people to miss.

    Simply naming it "ModScriptHooks" sounds good?

     4JsuhWA.png

    5 hours ago, Kvellen said:

    I really love the way Scripting and Condition Calls are handled in this tool! Very clear, quick and easy to parse compared to doing it manually. And I've got to highlight how much I appreciate the ability to just write the instance_id/debug_name and have tool insert the correct GUID when it's saved. It's a very sleek feature that makes adding scripts and conditions so much quicker and more pleasant.

    Thanks, that is one of the parts I've been especially happy with 😄

    Another plus is that it'll be more convenient to share scripts on the forum!

    5 hours ago, Kvellen said:

    The only potential for frustration I have encountered is when navigating with the scroll wheel I often cycle through the Listener/Speaker options when hoovering over them by accident. I think these are the only dropdowns this happens to, so this might just be bug?

    Yeeaah, this is a nasty default behavior by the Gtk GUI library, though at least it's been addressed by the devs in a future version...

    I had implemented a workaround for most of the dropdowns, but didn't cover the listener/speaker dropdowns, so thanks for reporting.

     

    Lastly, a thousand thanks for all the feedback! 💖

     

    3 hours ago, Hoo said:

    I found a conversation bug and I really want to fix this with your great mod, but it's quite hard for me what should be modified. 🥲

    A NPC,  Li'l Woody, located in Dunnage and belongs to The Man of Chimes quest, does not disappear even after the quest is completed(with the safest way; Giacolo is rescued), and she kept doing same conversation like when I first meet her. 

    I found the related conversation data from Conversations → 17_cv_lil_woody, however, I still don't know how to fix this... Could you give me some advice? Thanks in advance!

    This worked for me:

    Adding a ScriptNode child to the root node, moving it so that it is the the first child, and giving the following Conditional:

    IsQuestCompleted(companion_qst_pallegina)

    kh1Vdj4.png

    This way the conversation will never open if the quest has been completed 😄

    • Like 1
    • Thanks 1
  5. 1 hour ago, Kvellen said:

    This is something you might already be aware of, but there is currently an issue when a child node's original link is removed, where they become uneditable and inaccessible without using an eternal editor:

    1 hour ago, Kvellen said:

    The only potential for frustration I have encountered is when navigating with the scroll wheel I often cycle through the Listener/Speaker options when hoovering over them by accident. I think these are the only dropdowns this happens to, so this might just be bug?

    Thanks! I've pushed the fixes for these two, the windows job should be done and be available for download in ~10 minutes (see status here).

    I'll write a proper response later tonight!

  6. New releases are up! I've added a changelog to keep track of things: https://gitlab.com/noqn/apotheosis/-/blob/main/CHANGELOG.md

    In short:

    • Fixes to Expression & Query parsing.
    • Making edits to the Preview tab will automatically sticky it. (To prevent losing progress by navigating to another gamedata before saving.)
    • Added a StringTable tab to Conversation pages.
    • It's now possible to make edits from the String Table view, including adding/removing FemaleText values. (Just right-click the row you want to edit.)

    sczwYvq.png

     

    Full changes since my last post:

    2022-11-23

    • Fixed regression causing the result of Expression Popups not to update
    • Improvements to Expression & Query parsing:
      • Can now parse negative numbers
      • Now properly parses identifiers starting with numbers

    2022-11-25

    • Add a StringTable tab to Conversation pages.
    • Allow editing StringTable entries in the StringTableView
    • Allow adding FemaleText values in the StringTableView
    • In the Conversation & Quest pages, keep text synced between the Diagram, StringTableView, EndState tabs.

    2022-11-26

    • Added a changelog file
    • Allow removing FemaleText values in the StringTableView
    • Automatically sticky the Preview tab on making an edit.
    • Like 2
  7. Some updates:

    Conversation & Quest node links can now be deleted, just click the red button:

    RNKLeyZ.png

    If there's only one remaining link to a node, a confirmation popup will be displayed. If the last link to a node is deleted, the node will still remain in the Nodes list but won't be accessible from the GUI.
    (I'm not sure that I want to implement some clean-up logic here, maybe at some point expose a list of all nodes and let the user manually delete unplaced nodes from there?)

     

    Regarding String Tables (including some stuff I've not documented yet because lazyness)

    If a mod has StringTable entries with indexes that exceed the highest vanilla indexes, then the lowest of those indexes would be used as the "mod start index".
    If the user tries to add a new entry and a start index hasn't been detected, a new value between 1'000'000 and 2'000'000'000 will be assigned instead. (Always ending with '000' to indicate in the stringtable files that it's the start index).
    After that, the new StringTable entries will be added starting from that index.

    High values and wide ranges are necessary to minimize the risk of mods generating overlapping keys, but won't look nice in the editor...
    I've now made it so that if a start index is detected, entries exceeding that number will be shortened down to "k+x" in the gamedata editor, where x is the offset from the start index.

    An example from Spoils of Caed Nua:

    dbdzkXR.png

    • Like 3
  8. 10 hours ago, Hoo said:

    BaseValue and ChanceToApply should be the value to modify the chance(I tested the value to set 100% and actually it works as intended in this case)

    I suspect it was a developer oversight to set both BaseValue and ChanceToApply, and that they actually stack. If that is correct, then setting them both to 0.5 should give you a 25% chance to trigger, which sounds like what you're getting. (Which means that it only had a 1/16 chance to trigger in vanilla 😬)

    Try setting ChanceToApply to 1 and BaseValue to 0.5 and see if that fixes things.

    • Thanks 1
  9. On 11/4/2022 at 7:07 AM, Elric Galad said:

    So, since the mod has been released for a few days and no one has pointed any major issues, I think it could be nice to advertise for it on a couple of places, such as Steam Forum and Reddit.

    I can do it for you if you want

    I'd greatly appreciate that, thanks!

    On 11/4/2022 at 7:07 AM, Elric Galad said:

    Quite minor issue : Unless I'm mistaken, I can't find Kith Meat to buy (but Forbidden Pie and Corpse Loaf can be bought). Granted this is only a true issue with BPM since all 3 Kith food have quite different effects (and not just better version of Kith Meat). 

    I added all food marked as prepared meals iirc, I'll include Kith Meat as well in the next patch.

    • Like 1
  10. Alright, everything is implemented and working now! I'll finalize and publish the page on nexus tomorrow 🥳

    On 10/21/2022 at 1:43 AM, Kvellen said:

    One thing I did wonder, is do you intend to give the Effigy's Resentment and/or Gift from the Machine buffs to players who would get them from their PoE1 Save/Selected Legacy?

    Ah I hadn't considered those, they are added now. Thanks!

    On 10/21/2022 at 1:43 AM, Kvellen said:

    I think since other SSS achievements are unlocked when playing this mod excluding would be a little odd. I dunno I'm sure there are some who would prefer not to be granted an achievement without doing the work for it.

    But end of the day it is only 1 blessing point. 🤷‍♂️

    I've decided to exclude it from S4 but include it in the hunt skip mod. So if the player wants the achievement in S4 they can just enable both.

    On 10/21/2022 at 1:43 AM, Kvellen said:

    Agreed, definitely in the category of something that would be nice to have in this mod, but not required. Otherwise locking the non-functional blessing definitely communicates the point best.

    I think Start at Level 4 is the simplest to tweak. Probably just one more level (17), might be best?

    Otherwise I have just these 2 ideas:

    Reimplementing the +1 Power Level Blessing. I dunno might be a bit to strong.

    A blessing that add some single use consumable items (maybe as a reward for completing encounters for the first time or as limited stock from one of the merchants) that grant some of the permanent effects that are missing from the base game to the user. This granting some extra elements of customisation to the player character and adventurers?

    I love all of these ideas, perfect to include in the next version.

    • Like 2
  11. I initially only added one of every common accessory because they have a max stack of 1 and would bloat the stores if I exceeded that. But it would be unfair if items like Ring of Overseeing that are plentiful in the base campaign would only have a single copy in S4, so making them replenish is justifiable imo.

    1 hour ago, Elric Galad said:

    So OK for Ring of all defenses x10 🙂

    My true agenda is enabling the 5x Necklace of Fireballs party comp 🔥

    • Like 1
  12. On 10/10/2022 at 10:56 PM, Elric Galad said:

    - I didn't check if Consumables can be sold indefinitely. They should. Or at least in big enough quantity.

    Agreed. One of the few small last things left is moving the non-unique accessories from the store lootlists to a StoreAddRegenerationList script so that they'll replenish. I'll do the same with consumables.

    On 10/10/2022 at 10:56 PM, Elric Galad said:

    - Missing the Quality enchant by gold only upgrades. But don't remove the possibility to upgrade them with Mythic Adra and SSS quest items (which enable Legendary Quality upgrade)
    - Ingredients should not be sold for clarification. Ingredients that you get during battles should be mostly for selling. You should advertise it in the description of the mod.

    Still deciding whether to put it as optional or not... If I'm putting it as optional I'll let it override Neale's store with a version without the ingredients. If it's baked into the main package I'll remove the ingredients there.

    1 hour ago, Elric Galad said:

    Question out of sheer laziness to check in game : have you also added Kith food for my future Corpse Eater ?

    Yep!

    • Like 1
  13. Hi, the "Pistol_U_Ecceas_Arcane_Blaster" is the correct Item object for Eccea's Arcane Blaster, but its attack data is defined in another object.

    Try this:

    {
        "GameDataObjects": [
            {
                "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp",
                "DebugName": "The_Arcane_Blaster_Attack",
                "ID": "ec82fb77-0297-4843-b47c-327d75df627d",
                "Components": [
                    {
                        "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
                        "DamageData": {
                            "DamageType": "Pierce",
                            "AlternateDamageType": "Crush",
                            "Minimum": 250,
                            "Maximum": 500,
                            "TacticalMinimumOverride": 15,
                            "TacticalMaximumOverride": 20,
                            "DamageProcs": []
                        }
                    }
                ]
            }
        ]
    }

     

    • Like 1
  14. There's an achievement that's granted when you've found all artefacts, should I trigger this in S4 and/or the standalone Artefact Hunt Skip mod after finding the available ones?

    It does give 1 Berath's Blessings point and some people care a lot about achievements, so it would probably be a good idea to put it in Artefact Hunt Skip at least. But I'm uncertain about S4.

  15. Turns out Troubadour has a second status effect specifically for Turn Based Mode: Troubadour_SE_PhraseLingerMult_TBM (8a955fb7-2b4f-4df4-bc3d-c50440ab5b05)

    It has a BaseValue of 2 which causes the +100% bonus. If you set it to e.g. 3 it should turn up as +200% I think:

    {
        "GameDataObjects": [
            {
                "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
                "DebugName": "Troubadour_SE_PhraseLingerMult_TBM",
                "ID": "8a955fb7-2b4f-4df4-bc3d-c50440ab5b05",
                "Components": [
                    {
                        "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
                        "BaseValue": 3
                    }
                ]
            }
        ]
    }

     

  16. 8 hours ago, Vasvary5050 said:

    Can someone please tell me how many actual arena fights there are if you do all the memory-item hunts?

    • 4 Mandatory Fights
    • 3 Mandatory + 6 Optional Face Fights
    • 9 Optional Artefact Fights
    • 2 Mandatory Fights

    So 24 if you do all of them.

    8 hours ago, Vasvary5050 said:

    Also, I've just noticed that I can re-do trials after already completing their fights; can you just endlessly repeat them? And do they give the same rewards each time?

    No, rewards are not repeating.

    • Like 1
  17. 1 hour ago, Elric Galad said:

    I would vote for the second one. Foolproof and clear.

    I'm leaning towards that too.

    There's this mod that increases bb points from achievements:  https://www.nexusmods.com/pillarsofeternity2/mods/259
    But we can disregard it imo, the blessings won't do anything even if the player could afford them.

    If you want to try the options in action here're the downloads:

    Blank & Affordable -> S4 - BB Clarity (Blank - Affordable).zip
    Blank & Unaffordable -> S4 - BB Clarity (Blank - Unaffordable).zip
    Lock & Unaffordable ->S4 - BB Clarity (Lock - Unaffordable).zip

    • Like 1
  18. I looked up the texture sheet and atlases used for Berath's Blessings stuff, there were three images that I think can be used as replacements to mark blessings as "disabled". This would give a convenient oversight of what blessings are actually relevant for S4.

    You can see how they each look when selected, affordable and unaffordable compared to vanilla icons:

    3R0WJhZ.png

    (I've also set the disabled blessing names & descriptions to empty strings.)

    I'm thinking either the blank texture with a cost of 0 to illustrate that the blessings won't do anything, or the lock icon with an impossibly high cost.

    Thoughts?

  19. 23 hours ago, Elric Galad said:

    Then if players use a blessing... well, they should get the corresponding additional money. I don't see the issue...

    7 hours ago, Kvellen said:

    I agree with @Elric Galad. The 5k/50k starting money is at the end of the day an optional extra, and I'm sure there will be some players who will appreciate going in with the extra copper.

    Thanks, I'll drop it.

    7 hours ago, Kvellen said:

    Though there is the possibility of opening the pandora's box of tweak/changing the other blessings that aren't really worth taking for an S4 playthrough (ship things, port marje vendors, fine equipment, "...Can I Pet Him Anyway?")?

    Oh, that's an interesting thought! I'm ready to test replacement blessings if anyone has any suggestions.

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