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Noqn

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Everything posted by Noqn

  1. It works for me editing those two loot lists. Can you post the edits you've made? I added to the bottom of the items list: { "Conditional": { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 1, "MaxCount": 1, "Weight": 1, "ItemID": "f51bb759-c5b3-437f-84ea-ba5671d3fa27", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" } Full .gamedatabundle:
  2. Like this? Weapon Keyword Vanilla Dmg Suggested Dmg Dragon’s Dowry Fire Pierce Pierce/Burn Sun And Moon (Sun) Fire Crush Crush/Burn Sun And Moon (Moon) Frost Crush Crush/Freeze Animancer Bow Electricity Pierce/Shock - Thundercrack Pistol Electricity Pierce Pierce/Shock Lord Darryn’s Voulge Electricity Slash/Shock - Grave Calling Frost Slash Slash/Freeze Hel Beckoning Acid Slash/Pierce Slash/Corrode Frostseeker Frost Pierce/Slash Pierce/Freeze Frostfall Frost Crush/Freeze - Firebrand Fire Burn/Pierce - Caedebald’s Blackbow Acid Corrode -
  3. Me calculating when Elric will be at his most busiest and releasing the mod at that exact date:
  4. Alright, created a thread in the General forum! (Containing the download)
  5. Some time back @Elric Galad made the suggestion of a mod to enable a standalone playthorugh of the Seeker Slayer Survivor DLC: I've (sporadically) worked on implementing this concept, and the mod is now at the point where it's a fully playable - big thanks to everyone in the modding subforum thread! I thought to post it here since this new gamemode may be of general interest. Features New Game starts with entering the Temple of Toamowhai, and you'll be blocked from exiting the island. All quests flags will be set appropriately. You'll begin at Lv 16 with 100'000 gold and a Superb copy of every weapon and armor kind. You'll be free to access the inn and hire a full party of adventurers before taking on any challenges (just speak to Humaire once first). Challenges will provide extra gold (50k) and experience. These rewards are repeatable, but your party will reach Lv19 in the later parts of the campaign even if you only do the mandatory challenges. Vendors will sell unique loot and large quantities of all consumables and misc items: Caretta will sell all (non-SSS) Unique Armor and Weapons. Winge will sell all Grimoires, Scrolls, Trinkets and Unique Accessories. (Note that Winge is available after the first challenge.) Neale will sell all Potions, Ingredients and Upgrade materials. Cook Corrin will sell all Drugs and Prepared Meals. (TODO: Pets, Soulbound Armor & Weapons, Bombs & Traps) Artefact-hunting challenges will be unlocked simultaneously with the ones you get from exploring Kazuwari. You can load any preexisting non-S4 playthrough while the mod is enabled, and experience vanilla behavior! (The changes to rewards and vendors only take effect if a specific flag has been set upon character creation.) To start a new non-S4 game, you only have to temporarily disable the mod (and reboot the game). Then reenable it after character creation, or whenever you go back to your S4 playthroughs. Looking for feedback! All feedback is much appreciated, in particular regarding starting gold and rewards which are currently somewhat abitrary If there are any items missing from Vendors that you think should be available (besides the ones listed TODO above), I'd be happy to hear! Feedback on Levels/Experience reward are also welcome, here are some more details on what's currently implemented: Download -> S4 - Standalone Seeker Slayer Survivor.zip Installation Download the .zip file and extract the content to your override folder. .../Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override Note that if you install and enable the mod while the game is still running, the vanilla intro scene will still be used. In that case, restart the game once and the mod will thereafter property override the intro scene. (Likewise, if you want to uninstall/disable the mod, the game must be relaunched after the mod has been unstalled/disabled for the intro scene to revert.)
  6. Also, I've set the Artefact Challenges to unlock simultaneously with the ones you get from Kazuwari exploration (rather than right after Bloodletting). At first I was afraid it would be hard for the player to distinguish which 3 S/S/S challenges they needed to progress, if they were unlocked together with the artefact challenges all at once... Except apparently the artefact challenges also count towards unlocking the Contest of the S/S/S, so this ended up with much more clarity than I expected. I think I'm going to publish this feature as a separate mod as well. Skipping the whole tedious backtracking artefact hunting would be great for standard playthroughs too.
  7. Regarding Levels/Experience, this is what I've implemented: :: Lv 16 :: Agony of the Elements Trial of the Naga :: Lv 17 :: Memories of a Mad Man Bloodletting :: Lv 18 :: (Exploring Kazuwari) Any 3 S/S/S Challenges :: Lv 19 :: Contest of the S/S/S Battle Royale (In-Between) All challenges will grant 6000 XP and 50k cash to party. Trial of the Naga & Bloodletting will also always grant the xp needed to get to Lv17 & 18 respectively. 3x 6000xp will be enough to get from Lv18 to 19. The player can also repeat any challenges to get to lv20. Sounds good? I'll do another test run and then upload the current version
  8. Yep, Flame Naga and Dorudugan etc. convert Burn damage specifically, they don't look at any Keywords.
  9. Btw, these are the enemies affected: Flame Bats Fire/Ice/Storm Blights Magma Ooze Magma Dragon Wael Incarnate Soul Collectors Snow Bears Frost Shades Beast of Winter
  10. Sorry, I was unclear. When adding Source:NonSpellAbility to the Immunity filter, it still affected *all* attacks, whether from weapons or abilities or spells. I looked at the decompiled code, and the DoesStatusEffectAttackFilterMatch function doesn't actually cover the NonSpellAbility value. It will be treated the same as Source:None, matching every attack.
  11. Tried another solution where changing all the enemy Immunity status effects to only work on Spells/Abilities and ignore Weapons. However the NonSpellAbility filter category is frustratingly not implemented in code, so this solution wouldn't cover item abilities or martial class abilities with elemental keywords...
  12. I liked that the Keyword package had a clear purpose; adding Keywords to stuff that clearly should have had them in the first place. Seamless and does what it says on the tin: Adding whole new keywords and breaking vanilla behavior (not to mention causing regressions) goes way beyond that. The new keywords adds a bit more bloat to the system and how they are/aren't intertwined with the old keywords decreases comprehensibility. It feels too intrusive of a solution, at least for the Community Patch. I think respecting vanilla behavior is preferable here and imo these changes should be reverted for now.
  13. ShipName is in characters.stringtable and ShipTypeName is in gui.stringtable
  14. Sorry for the long delays on this... but now that I'm on vacation and full of energy, things are back on track! I'm thinking about splitting items up like this: Grimoires, scrolls & unique accessories to Winge. Unique armor & weapons to Caretta. Ingredients & gems to Neale. Winge won't trade with you until after the first challenge. Is that ok, or would it be harsh for Wizards? (They'll still get the starter Grimoire from the get-go.) Otehr than that it's just tweaking the XP bonuses remaining.
  15. Has anyone tried a party of 4 SC rangers and a priest? Priest casts Spark the Souls on the party, then Withdraw on themselves. Rangers all cast Shadowed Hunters, then walk around invisible and untargetable with their animal companions, triggering their 8 stacks of Sparks on everything nearby. Enemies have nothing to target and can only watch as they all die
  16. uuuh actually scratch that, the progression table does in fact contain Crushing Doom Same with Ikorno and Ninagauth's Death Ray, he gets it naturally from his table.
  17. Hmmm... The CharacterStats object of Katrenn (BOUNTY_NPC_Katrenn) is using the Character Progression Table PT_NPC_Wizard_SpellswordMelee. This table doesn't contain Concelhaut's Crushing Doom, but it has three DefaultDecisionTrees IDs which seem to point to trees in this file: ...\exported\design\ai\aidecisiontrees\aidecisiontrees.aidecisiontreebundle One of the trees (a83e67f9-7536-43f5-8db1-88ba2b3ec165) contains a node with the ID for Concelhaut's Crushing Doom (01e682b1-dd28-4c84-a63b-27cbd950be49). This is a wild wild guess, but it may be that the AI can cast any ability from its decision tree regardless of whether it's actually available
  18. I'd say go with spreading all companion skills evenly. That way switching a companion out of the party won't leave gaps in skill coverage.
  19. I like this idea, but there's sadly no way to implement it with what's available. Something like a reversed AttackLowestDefenseAbilityComponent (used for Barbarian's Brute Force) would've done the work but there's sadly no such thing.
  20. Thanks, incredibly informative post! So with the way the game distinguishes between omnidirectional and straight bounces, would it be accurate to say that Fury+Driving Flight vanilla behavior (although disappointing) is working as intended and can be left as-is for the Balance Patch?
  21. @Elric GaladFury Driving Flight fix: Fury Bounce Fix.zip I think the issue is in ExtraStraightBounces description: "Adds Value bounces (in a straight line) to the target's ranged attacks that have no bounces." Watershaper's Focus solved it by setting the attack's bouces to 0 but giving the item the Leaping Arc mod which adds +1 bounce instead. I applied the same solution to Fury's weapons.
  22. Yes, sadly it's not possible. Trying to mod in new AI conditionals would not work either, as you've only got AbilityAccuracyIs and IsDefenseValue, but no conditionals to compare Accuracy and Defense against eachother.
  23. Ok. First up I believe that this blog post by Josh Sawyer gives a great introduction to the general concepts of Deadfire Conversations: https://jesawyer.tumblr.com/post/175082312536/im-curious-as-to-what-the-conversation-editor Basically, Conversations are flow charts. They contain Nodes, where each Node represent e.g. a player dialogue option or an NPC line. All Nodes have a unique ID, and they contain a list of Links pointing to the IDs "descending" Nodes. Now, here's the WIP documentation on these data formats, I hope it's not too much of a mess: https://docs.google.com/document/d/1jv8GvSuWlunC_nElQsPBM9nqEt8iCOoOP5PlBVAT1Bc/edit?usp=sharing Most properties and values are somewhat self-explanatory, I've tried to describe the ones that aren't. (The major remaining ones are the concepts of Ghost Links and Question Nodes.)
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