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Kvellen last won the day on February 23
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Patch 1.3.8.0.87535 is live!
Kvellen replied to cstanick's topic in Pillars of Eternity: Announcements & News
Deadfire only has <DefaultText /> and <FemaleText /> entries in all it's .stringtable files. Which are used for reactivity to the player's choice of gender in character in creation. Interestingly there is a "Neuter" gender in both Pillars of Eternity games. But is only ever used by creatures and maybe the occasional npc. It isn't implemented to be applicable to player characters from what I have seen. That would be my own assumption as well. Most likely the result of a more recent addition made to OEI Tools (the internal tool used by Obsidian) for use in Avowed, Outer Worlds 2, and future Obsidian games. And not really indicative of any specific plans for a Pillars games. -
Patch 1.3.8.0.87535 is live!
Kvellen replied to cstanick's topic in Pillars of Eternity: Announcements & News
To be fair I was staring at that previous post for quite a while before I saw anything that looked different. No one outside of modders is really all too familiar with stringtable entry structures I guess It is an interesting find! Though searching through the files there are no instances of the populated <GenderNeutralText> . So perhaps part of an initial set up for the option that'll be patched in alongside the Turn-based mode? Or maybe just something the OEITools puts into the .stringtable files now as a result of updates to the tools made to account for the option in Avowed. -
I have been doing a lot of investigation into quests, there are a few things I noticed as far as Apotheosis. To start there is a bug where no changes made in the "Experience Level" field are ever saved. _____________________________________________ Quest/Objective nodes seem to always have 2 strings entries attached to each node. "0" is always the name of the quest, and "10000" is the initial description. After that any single digit stringtable entry is an Objective Title, with an additional ~1000* entry that is will be the description for that objective. Using the quest Bounty - Ikorno (BOUNTY_TSK_Battlemage) as an example: Node: 0 Quest title (0) : Bounty - Ikorno Quest Description (10000) : Ikorno, an aumaua wizard, makes sport of killing elite Huana warriors. Those who suspect him of being a Rauataian agent have put a bounty on his head. Node: 1 Objective (1) : Kill Ikorno. Description (10001) : Ikorno was last seen on the central isles of the Kua o Rikuhu chain. When I find him I can kill him for the bounty. Node: 2 Objective (2) : Return to Okauro. Description (10002) : I dealt with Ikorno. Okauro in the Sacred Stair district of Neketaka will want evidence of the kill in exchange for the reward. It would be great to be able to have both string displayed and able to be edited on the relevant node in the Node Diagram. _____________________________________________ An update on this issue. I think I have pinned it down to not being an problem with Apotheosis making additions to the the quest, but rather it seems there is a limitation in place that stops the adding of new nodes to a quest mid-game in general. I realised I'd only ever tested this by loading a pre-existing save. What you know, upon starting a new game and triggering the quest to start on the new quest node (19) it seems to work without issue. Further testing on other quests and with adding nodes elsewhere in the sequence yields the same results. New game: the quest appears to continue just fine when it hits a new node. Existing save: the quest bugs out when it hits a new node. This is also the case for new quests: While brand new quests can be added mid-game, they will run into the same issue once they become part of the game as it were. Fantastic! Looking forward to it!
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Probably, but the character is at the end of the day only an adventurer that you can just recreate at any inn. All you need is this mod for Dyrwood Culture, and the portraits which are are in the gui folder of the .character (it's pretty much a zip file). Save your game and exit. For the voice you can either remove the conditional statement in between the [square brackets] after "Components": [] "PlayerVoice_Durance.gamedatabundle" or select it later in the character customizer once you have done following. Change all the instances of "135d47bd-5a32-4af1-8a44-1f7d3822b0f9" in the mod's files to whatever the new GUID is for the character. You can find their GUID by hovering the mouse cursor over the character and entering this command into the console: PrintInstance oei_hovered It'll be in the combat log and should be on your clipboard for you to paste somewhere outside of game to reference.
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Confronting Furrante
Kvellen replied to sybarite's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That's really fascinating to me. Partially because the Principi faction quest is the only one I've never got very far into. So is a massive blind spot to me for how it all ends. But mainly because I never realised it would be completely possible to skip Crookspur! Glad you got it figured out. -
Hey noqn, could I make a request for a chatter editor as future addition? Meant to ask about it in the past but always stopped short of typing up a request for it. What with interest in voice modding being a real niche within a niche. And the need to expend the capabilities of an existing voice being a niche within that niche. But mainly because honestly .chatterbundle file structures are a pretty weird layout amongst the other node based data types. I wouldn't even be able to describe how the layout for that should look! But I thought it couldn't hurt to ask. As much as the idea of looping scripts scare me, that's actually a really good solution!
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Confronting Furrante
Kvellen replied to sybarite's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hmm, assuming I'm looking at the right conversion in Apotheosis I think I can see what is causing the problem. Is it possible you have skipped the quests centred on Crookspur maybe? Would you mind loading your save and opening the console with the ` or ~ key (Don't worry this won't disable achievements). Then pasting the following: PrintGlobal n_FQP_Slavers_Quest_Stage & PrintGlobal n_Crookspur_Kua_Outcome & PrintGlobal n_Slaver_Boss_State Does the message in the combat log look like this? : 'n_FQP_Slavers_Quest_Stage': 0 'n_Crookspur_Kua_Outcome': 0 'n_Slaver_Boss_State': 0 -
Slog Zone Bug
Kvellen replied to SlogZoneBug's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
There's a workaround for this in the Community Patch that sets it to clear on rest: https://www.nexusmods.com/pillarsofeternity2/mods/335 If you just want the workaround then: 1. Open Notepad, then copy & paste the following into it: { "GameDataObjects": [ { "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "AFF_Slog_Zone", "ID": "06ae3f34-ebfb-4cc9-bca0-c488dbe197b4", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "ClearOnRest": "true", "ClearOnFoodRest": "true" } ] } ] } 2. Save the file as: "slog_zone_clear.gamedatabundle" (make sure there is no ".txt" at the end of the file when you save it) 3. Move it inside of a new folder within the "override" folder. "override" can be found inside the "PillarsOfEternityII_Data" directory located somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" GoG: "C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" Waddle over to an inn or somewhere you can rest and do so and that should clear it. Alternatively you can remove it from all current party members with Console commands (Cheat's Disable Achievements): -
Full Respec Companions works from what I have seen. Just make sure you're installing BepinEX (the mod platform it comes with) in the correct directory: " \Pillars of Eternity II Deadfire\BepInEx " not " \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\BepInEx " Otherwise Reclassify Companions is pretty simple setup as you just put it in the override folder like other Deadfire mods.
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This what I can gather from looking through some of the PoE1 game files: Raedric_State|5 = You killed Raedric. Kolsc_State|6 = Kolsc is alive. Or he was. The last you saw of him, he'd arrived at Raedric's Castle and thanked you for dealing with Raedric for him. (Narratively speaking, if he did die your watcher wasn't responsible.) Kolsc_Quest_Stage|2 = I'm pretty sure this means the quest resolved. It's the exact same on my PoE1 save import where I had completed the quest by killing Raedric. I tried looking into this variable's different states in PoE1... Lets just say that "6" means the "quest is complete" by the standards of Deadfire Custom Legacy Creation and leave it at that. The different states of this variable only raise more questions about PoE1 than they do in regard to reactivity in Deadfire as far as I can tell. deathguard_main|0 = No one told you about Raedric's returned from the dead. Which to be fair, is very easy to miss. So the answer would be: "Raedric and Kolsc." -> "What happened to Raedric and Kolsc?" -> "I killed Raedric." You don't have to select anything for "Champion of Berath" as selecting "I killed Raedric.", though you can always select "I didn't defeat Raedric a second time." if you'd like.
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Ah, well that was my best guess for what could have happened. Not really sure what trigger for the conversation is, maybe it's just a strange edge case that you stumbled into. What I will say from looking at the scripting for the endslides of PoE1, "n_Aloth_ending" = "0" is a valid outcome for the end of the game. To accommodate this the logic for Aloth's endslide also uses the Authority/Autonomy variables I mentioned as a fallback to decided which ending you get for him. The result of this will be the same outcome as if n_Aloth_ending were "2" or "3", which is also the case in Deadfire. Which is what the "Autonomy ≥ Authority" or "Authority > Autonomy" on the endings page of the wiki that Chaospread linked refers to. Likewise Deadfire only needs to use these as a fallback for the n_Aloth_ending = "0" outcome, which is why they aren't included in the Custom Legacy Creation options. If it makes things simpler, from what you've described your responses in PoE1 pushed Aloth towards Autonomy. So "He became dedicated to dismantling the Leaden Key-" is what you should pick to match your PoE1 save. "0" is the default value of most global variables in these games. His personal quest, and death in PoE1 are tracked by separate variables. Honestly my advice is to save your sanity and just not think too much into the meaning behind these numbers. Speaking from experience divining purpose from variables is a path of madness and mod creation! The logic that determines it is likely something like: "is the number in Eder's Faith axis variable less than 0?" -1 and -5 (both less than 0) are both valid so the statement passes. There is a another statement that is something like: "is the number in Eder's Faith axis 0 or higher?" Which can't pass since the number is in the negative. If you are referring to Edér being both "Anti-Eothasian" and "Pro-Eothasian" that is always the case in Deadfire. Aloth is the only Deadfire companion with that kind of reactivity. Edér still regards Eothasians (worshipers of Eothas) as genuinely good honest people, and dislikes those who would say otherwise. After all he did witness, and endured to some extent, the persecution of worshipers of Eothas after the Saints War. However his opinions on Eothas (the god) isn't represented in his likes and dislikes. I think in Deadfire Edér can still at times come off as being devoted to Eothas even if he's no longer believes that the gods have the best interests of Kith in mind. It could be he's still reluctant reach to admit his god is not infallible without first hearing the big green man out first. ¯\_(ツ)_/¯
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Hmm I took a quick search of the gamedata in PoE1. There is a conversation where that variable is gets set that plays in the final dungeon. If you don't have him in the party at that point the variable is never set above 0. In such a case I'd assume when importing a save to Deadfire it will compares 2 other variables "n_Aloth_authority" vs "n_Aloth_autonomy". Which are incremented during several key conversations with him in PoE1. Whichever one is higher represents his decision at the end of PoE1. n_Aloth_authority is the higher number = "He became grandmaster of the Leaden Key-" n_Aloth_autonomy is the higher number = "He became dedicated to dismantling the Leaden Key-" The custom legacy creation choice doesn't need to set these variables. Likewise here I'd just assume that any negative number means Edér became sceptical at the end of PoE1. Though regardless of his opinion on Eothas, he doesn't agree with the persecution of worshipers of Eothas.
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You could export the variables from your Deadfire save using the console command "ExportGlobals". This creates a .txt file with the current state of every variable in a loaded Deadfire save. Including those of the PoE1 save you imported. Then just use the Creating a custom legacy history page on the wiki to make a list of the choices to take in the legacy creator that correspond to the variable status.