Jump to content

Noqn

Members
  • Posts

    532
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Noqn

  1. 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
  2. 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.
  3. 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
  4. 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?
  5. Agh sorry, the Pipe "weapon" didn't have an attack which my script didn't account for, everything past that got skipped. My bad. Here's the right file -> attacks.gamedatabundle
  6. 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
  7. Here's a file with all weapon attacks' TreatAsWeapon set to true (that weren't already) -> attacks.gamedatabundle I've been developing some more sophisticated automation/editing tools which I'd like to share in the near future, as soon as they've reached a level of polish I'm not ashamed of...
  8. 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?
  9. 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.
  10. 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?
  11. 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:
  12. 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.
  13. I can't find it either... is the trigger baked into the asset bundles perhaps?
  14. 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.
  15. I didn't know mac had different paths https://www.gog.com/forum/pillars_of_eternity_series/poe2_mod_installation_for_macos_fyi It seems you have to create the "override" folder inside the "Contents" folder, then drop the mod folder there.
  16. 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.
  17. 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!
  18. Yep, excluding Kalakoth's Minor Blight! +1 in favor of Solution 1 from me. If the elemental keywords were deliberately added, it's imo much more appropriate to adjust the damage types to fit the keywords than vice versa. (It also really fits the weapons anyways.)
  19. 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:
  20. 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 -
  21. Me calculating when Elric will be at his most busiest and releasing the mod at that exact date:
  22. Alright, created a thread in the General forum! (Containing the download)
  23. 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.)
  24. 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.
×
×
  • Create New...