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Kvellen

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Kvellen last won the day on June 16

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  1. Oh wow yeah! I looked through that conversation and the random encounter data trying to find any clues for context for a zone or anything. Somehow I didn't even see what folder her main conversation was in haha!
  2. Based off an unused map called "RM_WorldMap_Sea_Int_Ydwin" it seems like we might have originally met Ydwin on an abandon ship. At least I am assuming this was her introduction scene. The map screen has the title "Stranded Ship", but beyond that I can't find any context for where this scene would have originally taken place in the game world. Something might have exploded I think?
  3. Yup only Companion relationship ever show a breakdown of the different axis changes.
  4. After a bit more testing I'm pretty sure it's only items with itemmods that are applying the "-x% Hostile effect duration" directly as a status effect that can cause this bug. Which would explain why itemmods like Lone Wolf that apply the status effect through an ability won't trigger it.
  5. Use this console command to check: ToggleDispositionDebug Each rank should breakdown as: 4 points. 12 points. 25 points. 45 points.
  6. Oh I didn't know you were asking about a mod conflicting with Deadfire Collected Fixes. Hmm, I'd say if you're set on using Booty Buster, use the 5 files from that mod over mine. 15_cv_fleet_master_okaya, 03_cv_nera, and 00_cv_nairi only address a few pretty minor quirks. Basically just small things that stuck out to me as sort of weird when I encountered them. 03_cv_director_castol - My version just fixes a missing reward for one specific outcome of a quest called Of Like Minds. While Aleksandrs' file doesn't have this fix, it does increase the overall rewards for a lot of VTC factions quest. There is also still a way to get the quest reward from SPOILER when choosing to help SPOILER with SPOILER. See walkthrough of quest if you want details and spoilers: https://pillarsofeternity.fandom.com/wiki/Of_Like_Minds 27_cv_court_of_woedica_player_interrupts - Fixes a quest bug during Lost Dues in Good Faith when selecting a response unique to a Steel Garrote Paladin or Priest of Woedica and adds a bit of Serafen disapproval that was present on a similar response so I added it. I have a fall back implemented in "drunkards_regret.gamedatabundle" that should fix the bug if you run into it.
  7. Unfortunately yeah. The only other option would probably be opening both files in a text editor, comparing the differences and manually merging changes from one into the other to make a best of both worlds. But that does require some level of familiarity with the structure of the file format and a lot of patience. I meant "unwieldy" in the sense that having to scroll around a lot of mods can sometimes be a bit tedious. I only bring it up as you mentioned you are planning to install a lot of mods. Should do. I haven't used it very extensively but it was good to have as a fallback a few times.
  8. As discovered by Defaault on reddit, there is a bug where all equipment on a character will disappear if the character is wearing Strand of Favor and is hit by the spell Form of the Helpless Beast. The above video uses a modified version of Form of a Helpless Beast to demonstrate this, but otherwise this bug is vanilla behaviour. From what I can tell it seems to be caused by -10% Hostile effect duration from the Ward of Favor enchantment reapplying as the spell wears off. I've test a few other items that do reduce Hostile effect duration and Arcane Containment on Cabalist's Gambeson is the only one I have found that also causes this bug. Things like Lone Wolf on Ring of the Solitary Wanderer seem to be safe for whatever reason.
  9. Probably better if I reply in this thread, rather than the Any way to make companion idle poses available for player character. Of my mods Deadfire Collected Fixes is probably the mod that's most likely to conflict, since it makes a lot of changes to .conversationbundle files that don't support partial edits. If you have any question about compatibility with specific mods let me know! (Everything contained in this spoiler tag was written before I saw your recent posts so you are probably already aware of what I was trying to explain in it.) If you need to rearrange mods and the in game mod manager is a little unwieldy with how long mod list has got, you can also use the "modconfig.json" file that is generated when loading the game to rearrange the load order of mods. For windows this is located under: %userprofile%\appdata\locallow\Obsidian Entertainment\Pillars of Eternity II\modconfig.json It'll look something like this: { "Entries": [ { "FolderName": "Silent Corporate Logos", "IsLoadedFromSteamUGC": false, "Enabled": true, "AbsolutePath": "G:/GoG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Silent Corporate Logos" }, { "FolderName": "PoE2-EnhancedUserInterface", "IsLoadedFromSteamUGC": false, "Enabled": true, "AbsolutePath": "G:/GoG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/PoE2-EnhancedUserInterface" } ] } Each entry is contained between a set of {curly braces}, and moving it up and down is as simple as cut & paste. Make sure you have a comma after closing curly brace} of each entry, with the exception of the last entry. So the majority of Deadfire mods on nexus are mods that change gamedata. The file format used for gamedata (.gamedatabundle) support partial edits. What this means is if a modder wants to change specific things, like say making a Combat only ability available outside of combat, they only need to include the lines relevant to the change in a .gamedatabundle in their mod folder. When the game loads it will override just the changes made by this file, and for anything unmodded load the default values. So as long as the gamedata mods aren't changing the same lines, and the modders have followed best practices and aren't including unnecessarily lines of default values, gamedata mods are less likely to conflict. However this is not the case with mods that make changes to things like conversations as the files responsible (.conversationbundle) don't support partial edits. So even when making a very minor edit, like say adding a script to give the player money, the modder must include all unmodified contents of the file as well. Otherwise their changes won't function. This means there will always be an override conflict if multiple mods make changes to the same .conversationbundle file, and whichever one is lower in load order will be the one that wins out.
  10. .character files are used by the game to load premade characters into the game. The file is pretty much a .zip file of a sort. Anything that can open those (7zip for example) can open it. It contains these 3 things: "gui" folder - matches the folder structure of the portraits folders, contains the 4 images that make up the character's portrait. a .objsav file - Basically a snap shot of the character object. I think... "manfest.json" - A json file containing information on the character. Not sure of anywhere except .savegame files (which can also be opened in the same way described above), where .objsav files are use. And sadly not aware of any program that can open them. Which is a shame, as depending on what they actually contain there would likely be interesting applications if they could be modified. External character generators for example. Otherwise the "manfest" file can be opened in any text editor. It's use seems the be primarily to populate the information seen in character creation or recruitment screen at an inn. As well as when uploading the character to the Steam Workshop. This is my best guess for what each property of the file is is (??? = Unknown): "Version": 1, - ??? "Name": "", - The name of this character. "InstanceID": "", - The GUID for the instance of this character game object. This matches the name of the .objsav file. "Stats": {}, - The respective attribute scores of this character before any race and culture modifiers. "Subrace": "", - The GUID for the subrace of this character. "Gender": 0, - The gender of the character. 0 = male, 1 = female. "CharacterLevel": 1, - level the character is when they are exported. "Classes": [], - The GUID\s of the class/classes the character has. "SmallPortrait": "", - Directory of the small "_sm" portrait used by this character. "LargePortrait": "", - Directory of the large "_lg" portrait used by this character. "IsFromCheatGame": false, - Whether "IRoll20s" was used to activate cheats in the game this character was exported from. "ContentType": 1, - ??? "SteamItemID": 0, - Likely the "Author": null, - name of the author. "DefaultVisibility": 0 - ???
  11. I'm glad you're still at it! From what I understand of a thread by Fhav6X the specific textures and the meshes that make up the appearance of an item are also stored in .unity3d files as well. These are then reference in a .asset file (also in the .unity3d file) that links them together. The .asset and it's location within are what are then referenced for an equippable item on "ModelVisualDataPath" field. At least that is my understanding of it.
  12. There are a few weird quirks in the .chatterbundle files that Apotheosis generates. The only potentially serious one is that adding a chatternode from a parent file doesn't seem to be adding it to "AudioLookup" list. Otherwise it's all pretty minor stuff that isn't affecting the functionality of chatter from what I can tell. Like the "Audiolookup" will rearrange when new nodes are added to existing chatter. This sort of thing happens: "AudioLookup": { "22": "ability_cast_interrupted_0022", "80": "ability_cast_interrupted_0080", "97": "ability_cast_interrupted_0097", "40001": "attack_40001", "40002": "attack_40002", "40003": "attack_40003", "10001": "barbarian_shout_10001", "28": "battlecry_0028", "29": "battlecry_0029", "30": "battlecry_0030" And that I'm still not quite used to the order of things on chatternodes being different what they usually look like in Deadfire. Weirdly... Close to how "TalkNodes" are laid out for .conversation files in PoE1... What's with that? Anyway, I can work these issues, thanks a lot Noqn!
  13. Hey, I took a quick look over it. The Fleshrender_Weapon.gamedatabundle file seems fine, but several of the other .gamedatabundle files you've posted seem to contain instances of incorrect and missing parameters. A few examples: Fleshrender_StatusEffects.gamedatabundle, None of the following seem to be status effect properties: https://eternity.obsidian.net/game-data-formats/components#statuseffectcomponent "TickInterval", "TickEffectValue", "StackingType", "ApplicationEvent", "AffectedStat", "DamageType", VisualEffectID" Fleshrender_EnchantRecipes.gamedatabundle, each entry starts with the header "ItemEnchantmentGameData" which isn't a valid gamedata type from what I can tell. Fleshrender_Enchantment.gamedatabundle has similar problem with the "StatusEffectItemModComponent" header. I'm not really sure how this happened, did you use an old mod as the basis for your mod maybe?
  14. Found another chatter specific issue. When Play Type is set to Random or CycleRandom on a node it's links aren't getting random weight set. Which seems to prevent any of the linked nodes playing at all. Dove into the chatter editor a little more just now and it's looking superb! Was able to remake something that in the past took me several days of tedium in just under an hour! Really fantastic feature! Was going to say this would make a great addition to conversations as well. Even better that you've set it to play a .wem off of nodes using Exterior VO as well! Great work!
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