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Everything posted by Noqn
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You guys knew Humaire & Engari stay as spirits if you kill them? Clever failsafe. Glad I found this. Engari drops three letters, when inspected they'll each trigger a Face quest + 3x artefact hunting. I've edited the scripts so that they don't trigger the artefact hunting. I'll upload the standalone artefact hunting skip mod tomorrow after some sleep.
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Some general stuff regarding Blessings/ActivateNewPlayer. Now that the Starting Money Blessings will work, should we take that into account for the S4 starting gold? I think I'd rather have a balanced, fixed amount of gold, regardless of whether the blessings were picked. I've atm set up so that 55k is removed from the player right before the S4 starting pot is given. Thoughts? In character creation, the attributes will now default to 10/10/10/10/10/10 rather than 16/14/13/13/8/11. (I'm using the proper Player_New_Game prefab rather than one of Obsidian's debug presets.) I noticed the disabled "companion" will reenable themselves and awkwardly join the party on scene load. To stop this, I will use the "Kill" command from now on (The corpse will be hidden out of sight and reach, in the spot where the player would land if they had entered from the well.) I noticed the player portrait will always default to a specific portrait: This is not an issue in vanilla because Wather's spirit prefab (which is used as a template during character creation) doesn't have a portrait specified. In vanilla, I think this is roughly what happens: Watcher's Spirit has Player status. SetAdditionalCharacterCreationTarget -> Watcher's Body OpenCharacterCreation (Watcher's Spirit will be used as template) ActivateNewPlayer -> Watcher's Body However when I try to replicate this, the Watcher's Spirit will disappear after ActivateNewPlayer and Player status will not be transfered to the Watcher's Body, which is entirely unique behavior compared to other character prefabs. The Watcher's spirit most likely has a script attached to them somehow. Optimally I'd get this sequence working somehow, but if it's dependent on something in the Beyond prologue scene I'd just be wasting my time. Since the portrait is a super minor issue I'll ignore it for now.
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For S4 I highly recommend Get On My Level for the sake of the first two encounters, probably should've mentioned it. As long as it's properly pointed out in the mod description I think we can balance S4 with the expectation that the user has it installed. Anyhow, if experienced players have to grind just to overcome the second mandatory encounter, I'd say the difficulty is set way too high. Though as you mentioned, Lv 15 -> 16 is a massive power spike, so I presume the first two encounters would be significantly less difficult with Get on my Level installed? Shout-out to @Kvellenfor solving all of that by pointing out the existence of the front door
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Ha, I found a way to prevent the portrait from disappearing. If the Player is targeted by ActivateNewPlayer while there is another member in the party, and that party member is then removed, the portrait is not hidden. By adding an extra party member to the Prologue_Party object, we will start the game with a generic companion alongside us. Right after doing the ActivateNewPlayer trick, running "ActivateObject Slot0 False" and "RemoveFromParty Slot0" will erase the extra companion from existence, while triggering the bonuses as appropriate
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Ah cool, this is also an option. Mods should be compatible as long as they don't touch the WhenToTriggerScripts value. Also, anything that changes WhenToTriggerScripts without also changing the intro scenario would break several of the blessings, e.g. Bonus Attributes ability being added to the Watcher's spirit and not the actual player character. And anything that changes the intro scenario would most certainly be incompatible with S4 anyways. On a vanilla (S4 disabled) new game, the player cannot save until after the Watcher has woken up and the OnPrologueComplete bonuses have triggered. So S4 being enabled in the middle of that non-S4 playthrough wouldn't cause any issues. On the top of my head at least I'd say this option is probably safe.
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Sh*t, thanks. Ok, so some of the bonuses have their WhenToTriggerScript values set to OnPrologueComplete. According to decompiled code, these are triggered when the ActivateNewPlayer script is run. (In vanilla I presume this is when control jumps from the Watcher's "spirit" to their body.) We don't have a body double in the Temple of Toamowhai to use, but the good news is that you can target the existing player character with ActivateNewPlayer and trick the game into granting the bonuses. Bad news is that this awkwardly hides their portrait until the player has saved and reloaded... Alternatively the bonuses could be granted in the S4 post-character creation script, but there are no conditionals for checking whether a specific Blessing has been picked. I had already made sure the Mythical Adra Stone is added directly to your inventory if Mythical Discovery was picked, but that was possible thanks to that blessing triggering OnGameStart and then sets a flag which I could use in the conditional. However that would not be possible for +2 Attributes etc that trigger OnPrologueComplete and don't set flags. So the two options are either to see if there's a way to "re-activate" the existing player without their portrait disappearing, or just add all relevant OnPrologueComplete bonuses to the player in the S4 script whether the player picked them or not. Currently these are the bonuses that are not being applied correctly: Infamous Past Bonus Skills Bonus Attributes +5/50k Starting Money
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I'll take it into consideration, but I'm still a bit hesitant. The mod is atm pretty clean when it comes to edits on vanilla objects. Recipes are outside the SSS sphere that I'd considered fair game, so I'm not keen on making blanket edits on them in the main file. It could introduce awkward compatability issues down the line, in case someone makes a mod that messes with recipes. Would it be better to have a single optional package for clarity? The non-hidden version is probably not necessary tbh. The two "S4 - Recipes" files I uploaded are optional mods that go alongside the main download, you can safely enable (or disable) either of them at any time. The S4 recipes will only show up on a S4 playthrough, while vanilla recipes will only be hidden on a S4 playthrough (if you picked that option). edit: my reading comprehension is not the best, did I misunderstand your question?
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True, we can keep ingredients in Neale's shop, the player can just ignore them if they aren't needed. Probably going to make it as an optional package(s). If the vanilla recipes (with ingredients) aren't hidden, the enchantment menus will get bloated and a bit confusing. Still convenient, but ugly enough that I don't want it as default. However if the vanilla recipes are hidden, I'd have to make edits to all those objects that for compatability reasons I'd prefer not to have in the main package. So I think the best option is two optional downloads, with vanilla recipes either visible or hidden. Feel free to try out one of the two options (doesn't cover the quality enchantments yet though) -> S4 - Recipes (Vanilla Hidden).zip S4 - Recipes (Vanilla Not Hidden).zip
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Got me thinking... Another proposal: Make duplicate receipts for all Item Upgrades which will only display on a S4 playthrough. The difference from vanilla recipes is that these won't require any ingredients (but have prices adjusted). This way we could remove ingredients from shops entirely. I imagine this would be of great convenience to players. Vanilla: S4: S4 (with vanilla hidden): Thoughts?
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Good to hear, good to hear. I'm especially happy how the artefact hunt skip turned out If scrolls are going to be available through crafting (which is probably unavoidable since we need to provide all ingredients for upgrading equipment), I reason that we might as well put them in shops for the sake of convenience. Should I remove the BoW & FS bombs? I don't think they are craftable by default? Hmm, Food would be easier to gate due to having unique ingredients. But I too think it's a fair tradeoff atm. Also, the player would have access to all foods in a vanilla playthrough after all. This is absolutely worth considering, finding the right ingredient is too painful atm.
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Hi, just a few days after I got back home and could access my desktop I got hit by corona, so I've been out of commission for the last week or so I think the pets (& soulbounds) stuff were included in the download in my last post, but I forgot to mention it (pets are sold by Domenga). I'd update the main post but annoyingly it seems I can't edit it anymore. Anyhow, new download with superior shields added -> S4 -Standalone Seeker Slayer Survivor.zip Next I'll split up the accessories across vendors and set the non-unique accessories to regenerate. What do you think about the campaign as a whole as it is currently?
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Just me or is this much more convoluted than it needs to be? I'd say go for one solution over a mix of several. Personally I'm firmly against removing damage types from weapons. Dual type is a cool concept and a part of the weapons' identities. Also, making the weapons less versatile against 99% of enemies is more intrusive than a clarity issue against 1% of enemies. For this reason, I don't think the Elemental Weapon Keywords should be any part of the solution. On top of the known vanilla breaking behavior, it most likely causes a lot more issues we've yet to discover. The closest thing to a clean, regression-free "fix" is imo to give Keyworded Weapons a secondary elemental damage type, if they have none. (And adjust Pen.) While the original "unexplained immunity" behavior would remain, it offers more clarity (which weapons are elemental?) and is arguably a good standalone tweak anyways. I'll post the table again:
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Thanks for the feedback! Fixed! Note that the changes to vendor inventories/starting gear (probably) won't take effect during the ongoing s4 playthrough. Download -> s4.tar.gz Sounds good, I reduced the starting gold to 50k & per-match gold to 20k. You can experiment with the values if you want, look inside the globalscripts folder: starting gold -> line 22 in s4_post_character_creation.globalscriptbundle challenge gold -> line 37 in s4_challenge_rewards.globalscriptbundle Yeah, the vendor inventories are really bloated. Splitting each category of items between vendors would make the item lists more condensed (when filtering on a specific category at least), but I'm afraid it would also make it harder to know exactly which vendor to go to for which item. ____ Edit: thinking about it some more, I do like this idea. Domenga could get all rings and capes or something, as long as those categories are collected in one place the player will know where to go. ____ There's also the option of using Engari. He's not unlocked as a vendor until after 4 encounters, which I felt was a bit much and decided not to give him anything. But maybe he could be used after all? Agh, missed those. I added 1 copy of each to Winge in the latest version above. They aren't stackable so adding more than one of each would bloat the inventories even further. I'll probably make them regenerate in the vendors inventories in the future, so that you can buy several of them (although one at a time) while keeping the bloat down.
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In terms solely of solving the Keyword Immunities behavior, let's jot down the suggestions that are on the table: 1. Implement Elemental Weapon keywords. (Current Community Patch solution) It seems the more this is scrutinized, the more side effect are discovered... I just looked a bit more and found that Ice Blights get 8-12s of Shaken/Frightened/Terrified when hit by a Fire attack, and likewise Flame blights get Might afflictions when hit by Frost, and so on. This behavior is now lost. I'm strongly against keeping this solution since it has caused so many unforeseen regressions, most likely including ones we haven't found yet. 2. Narrow the Immunity effects to Class abilities. I mentioned it briefly earlier in the thread, but it's possible to limit the immunities to Spells and Class abilities (and scrolls), allowing the enemies to be hit by keyworded weapon attacks. The downside is that it also allows enemies to get hit with non-Class abilities, such as those granted from Items. While enemies be protected against the appropriate damages as usual, any secondary effects will bypass immunity. (So if you e.g. hit a Storm Blight with a Druid's Reckless Storm, it will be completely immune. But if you hit it with Conductive Storm from Deltro's Cage, it will be stunned but not take any damage.) Here's the table of all Item Abilities with relevant Keywords, and whether an enemy would be completely immune or get hit with secondary effects with this solution (which would be a regression) Ability/Enchantment Full Immunity? Storm of Seven Bolts Immune Lighting Wrangler Immune Spellbind: Jolting Touch Immune Heaven’s Wrath Immune Of Fireballs Immune Conductive Storm Stunned Fire Shield Immune Greater Fire Shield Immune Purifying Fire Shield -3s Beneficial Effects Minor Spellbind: Sunbeam Blinded Dragon’s Breath Immune Corona of the Soul Immune Ball Lightning Immune Wind Calling – Wilting Wind Immune Wind Calling – Winter Wind Push Metani’s Traps Blinded Sun’s Blessing Blinded I'd say these are acceptable edge-cases. I'm more worried about the risk of unforseen consequences with this solution. Enemies getting hit by their own AoEs they should've been immune to? What are your thoughts, good enough? I'm not convinced of this myself yet. Here's the download if anyone wants to try it -> Elemental Keyword Pseudo-Immunity.zip 3. Remove the Immunity effects altogether. Drastic, but consistent. 4. Changing elemental weapons to single-damage. (Boeroer's suggestion) This is definetely the most clean and straightforward solution, but I'd be really sad to see those dual damage types go... as well as the option of adding the new ones. 5. Keep it as-is. Not ideal, but won't cause any regressions either. This is the crux. I'd argue that vanilla behavior is fine, if it just weren't so deceptive.
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Thanks, there's a few things I'd like to do first: Decide what to do with Soulbounds with special requirements. Add pets, bombs & traps to stores. Tweak gold rewards based on feedback/my own playtesting. Also I won't have access to my Deadfire installation during August, so I'd like to relese it afterwards in case a hotfix is needed Edit: soulbind stuff turned out to be painless. I've added all non-SSS soulbounds (except Modwyr) to stores, requirements like sailing Lord Darryn's Voulge into a storm will now be auto-completed. Will post patch after testing.
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Ship lootlist question
Noqn replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
There's an entry in the first loot list that has an invalid GUID string: fecf40c-f616-43bb-9e73-d1c5a2c0aebf (the 'fecf40c' part is missing one character), this is probably the cause. Also I think it's necessary to set the Ship's "NeverDropAsLoot" value from "true" to "false". Now it works for me!