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Kvellen

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About Kvellen

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  1. Weird the message got posted twice for some reason...
  2. 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)_/¯
  3. 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.
  4. 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.
  5. That would be me! The specifics of it are that it adds a modscript that'll activate under the specific conditions that the party are in Serpent's Crown, and Final Manuver is in the Player's journal but they haven't chosen to pursue the quest yet. Which then renable the 3 missing NPCs; Netehe, Nungata, and Una. If Final Manuver is pursued the script won't fire on entering Serpent's Crown. Which leaves the npcs disabled as they should be during the events of the quest. Once the quest is concluded all 3 NPCs should be active without the need for the script.
  6. I made a brand new Druid Watcher and set him up with twin stones to test. At what point the ability becomes bugged. It wasn't long... On starting the game Twin Stones can be aimed and fired. I then made a save and quit completely out of the game. On load Twin Stones works but at a certain rotation will lock in a direction all of a sudden and cannot be fired afterwards. Unless I quit completely out of the game again loading that same save will have Twin Stones stuck. I then did some experiments with the Kitt save and yeah it does seems to immediately bug out on load and affect the ability in the new save. Activating other AoE abilities seems to increase the amount of lines. Interestingly when I went to capture footage I stumbled onto a way of getting it unstuck, at least temporarily, using Stag Horns. Looking through the output_log.txt of that session the previously mentioned error message appears until aiming Stag Horns then disappears completely. Most curious...
  7. So this message appears in the output_log.txt whenever the bugged ability is activated: NullReferenceException: Object reference not set to an instance of an object at Game.UI.GUICastingCircle.Create (Vector3 origin, Quaternion forward, Single radius, Boolean extended, Single arcDeg, ColorScheme colorscheme, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.Blast (Vector3 position, Quaternion forward, Single radius, Single extendedRadius, Single angleDeg, ColorScheme colorScheme, ColorScheme extraRadiusScheme, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawBeamSegment (GameDataOrInstance`2 attack, UnityEngine.GameObject caster, Vector3 targetPosition, UnityEngine.Vector3& origin, UnityEngine.Vector3& castDirection, Single localDistance, Single projectileRadius, Boolean hitWalls, ColorScheme attackColorScheme, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawAttackMultiHitRay (GameDataOrInstance`2 attack, Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject caster, Vector3 targetPosition, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawAttackHitRegions (GameDataOrInstance`2 attack, Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject caster, Vector3 targetPosition, UnityEngine.GameObject forcedTarget, AlphaScheme alphaScheme, Game.GameData.AttackBaseGameData parentAttackData) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawCastingForAbility (Game.GenericAbility ability, Vector3 targetPosition, Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject caster, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.DrawCastingForAbility (Game.GenericAbility ability, Vector3 targetPosition, AlphaScheme alphaScheme) [0x00000] in <filename unknown>:0 at Game.UI.GUICastingManager.UpdateCasting (GameDataOrInstance`2 attack, Game.GenericAbility castAbility, UnityEngine.GameObject caster) [0x00000] in <filename unknown>:0 at Game.Player.OnyxUpdate () [0x00000] in <filename unknown>:0 at Onyx.OnyxBehavior.DoUpdate () [0x00000] in <filename unknown>:0 at Onyx.OnyxBehaviorManagerBase.Update () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Onyx.OnyxBehaviorManagerBase:Update() According to Notepad++ there are 127 instances of this in the current log. This probably just means it's failing to find "something" on every frame it's trying to draw the path with the ability readied. But that's just my best guess with very limited knowledge of programming.
  8. So initially loading your save Twin Stones looked to be working and casting fine on my end. It was only after disabling a few mods did the bug start to show up in the save. I've narrowed it down and it seems like one of the changes made to the ability in Balance Polishing Mod Buffs unborks it. Likely: "-the stones explode on the first target, a wall isn't needed."
  9. This issue occurs when a companion uses Arkamyr's Dazzling Lights. The conversation nodes are missing a script to start encounter on exiting the conversation. I've made a modscript to reenable the map icon when this happens, without disabling achievements. Download this zip file: PoE2_Bent_Branch_Bug_Fix.zip Unzip the "Fix Bent Branch Bough" folder and place it into 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\" If you'd rather create this script yourself: Using the Apotheosis modtool: or Using Notepad: With Console commands (Cheat's Disable Achievements): Preventing this from occurring at all. I've put together another mod that'll prevents this from happening in future playthroughs, as well as addressing the other issues specific to the encounter. Download this zip file: collectedfixes_bent_bough.zip Unzip the "CF_Bent Bough Fixes" folder and place it into 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\" This won't work on console and I can't give concise instructions at the moment on how to fix these manually yourself. That said I do plan on including these fixes in a mod on Nexus in the near future. For the time being I'll just list the issues and how I've addressed them: Added the missing script to the relevant nodes ("59" & "61") of "26_si_Sanguine_Harvest_Ritual" to start the encounter on exit when an ally uses either Holy Radiance or Arkamyr's Dazzling Lights to blind the Fampyrs. The option for the Player with the priest class or another priest to use Holy Radiance can never be selected. This is due to a mistake in the conditions for the script where it looks for the Holy Radiance item mod instead of the ability. Corrected the "ge_ability_holy_radiance" global expression to reference the correct gamedata. Selecting the option to attack the Fampyr's right after they've devoured Audr doesn't disable the map icon. Allowing for the encounter to be repeated. Added the missing script that disables the map icon to node "43".
  10. One of these days I'm going to have to try reverting my game back to an earlier version and look into this. Cause I keep forgetting about this bug, and it annoys the hell out of me that it always strikes at the very worst times!
  11. Hey, sorry for the late response! Don't know if you've already figured this out but there are 2 pieces of gamedata for each item you'll need to edit. You've already got the first, the data for the ability the items casts when consumed. And the second is the consumable item data for the item itself. Which is where the "per rest" is coming from. { "GameDataObjects": [ { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "Figurine_Obsidian_Lamp", "ID": "e3beb251-1cb5-42e2-a531-5df8d8bbb657", "Components": [ { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "UsageType": "PerEncounter" } ] } ] } Keep in mind that if there is an issue with something in your mod the game will not load it. In such cases opening up the "output_log.txt" file in the "PillarsOfEternityII_Data" folder and searching for "Error" or "gamedatabundle" and see if any debug lines about either. It often will give you a technical explanation for the issue and sometimes coordinates position of the issue in the file. What I'd recommend doing is taking a look at pinned tutorial that goes over the basics of Deadfire modding. and looking into the Apotheosis mod tool. It arranges all the data into a navigable UI and saves out just what is modified. It also has the ability to execute C# scripts to bulk edit data if that takes your fancy. Otherwise it'sworth bookmarking the official modding documentation as a handy reference: https://eternity.obsidian.net/game-data-formats/concepts Looks like this mod was created before the last patch for Deadfire. If it isn't functioning correctly it could be that some of the data might not be compatible with the current version of the game. That said I seemed to be able to load into the game with it enabled when I tried it. Do you have all the DLC's including all the free content packs?
  12. Getting a crash whenever I try altering a global expression if there is already a modified global expression in mod. Steps to reproduce: Go to the Global Conditionals tab, search for and open "ge_ability_holy_radiance" Remove the "_" in "Holy_Radiance", click accept, and then Save the mod. Close and restart the editor. Load the mod with the altered global expression. In the Global Conditionals tab search for and open "ge_ability_dazzling_lights" add a "or AreGuidsSameGameData(Arkemyrs_Dazzling_Lights_Trickster, oei_interactionSelectedGameData)" to the statement. Click Accept, and save. The editor crashes.
  13. I put together a script that'll fixes the issue. My guess is the designers for that area were just being over cautious. Most other NPCs in that area only get disabled when the quest is started proper.
  14. Ah my bad, what's happened is you used the NPC's GUID instead of GUID of Store. So the loot list is being added to the NPC's personal inventory rather than to their store's inventory. A store inventory can be in a visible object (a box of somekind) in the level, or it can be a hidden object. In the latter case PrintInstance oei_hovered can't be used to and instead you'll need a different command to find it: I used the above method to find the Store, but made the mistake of assuming the NPC and Store shared a GUID in my initial reply. When in fact only the first couple of character are the same: Store: "2c8238c9-6979-4b81-90f9-07e834f07ea3" Henric: "2c8238c9-7a86-4394-b5e6-45c6a1d0bf10" The following should hopefully work: { "GameDataObjects": [ { "$type": "Game.GameData.LootListGameData, Assembly-CSharp", "DebugName": "MyCustomLootList", "ID": "0ca6481c-8359-4936-b5a0-1090360fd697", "Components": [ { "$type": "Game.GameData.LootListComponent, Assembly-CSharp", "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "OutputMode": "All", "Items": [ { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 1, "MaxCount": 1, "Weight": 1, "ItemID": "d8bd35e5-cb56-4909-b5ff-b60705ab3c5b", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" } ] } ] }, { "$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp", "DebugName": "Henric_NewGrimoireAdded", "ID": "39519315-eda2-48e7-a498-80f5c442ca03", "Components": [ { "$type": "Game.GameData.ModScriptHookComponent, Assembly-CSharp", "RunOnlyOnce": "false", "SucceedOnlyOnce": "true", "Script": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsInActiveScene(Guid)", "Parameters": [ "2c8238c9-6979-4b81-90f9-07e834f07ea3" ] }, "Not": false, "Operator": 0 } ] }, "Scripts": [ { "Data": { "FullName": "Void GenerateLootListInto(Guid, Guid)", "Parameters": [ "2c8238c9-6979-4b81-90f9-07e834f07ea3", "0ca6481c-8359-4936-b5a0-1090360fd697" ] }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ] } ] }
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