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Kvellen

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  1. Ah well, it was long shot. Probably your best bet would be: https://support.obsidian.net/#contact If the widget doesn't show up click "Contact" at the top of the page.
  2. Hmm, other than using Dismissal before combat I can't see anything in what you've mentioned that would be causing the bug as Shpenat described it. And there doesn't seem to be any other reports of getting stuck in arena after the fight that I am aware of. You are using Turn-Based Combat correct? It's long shot but you could see if changing combat to Real-Time With Pause with the "SetTacticalMode" console command allows you to clear the encounter. Open the console with the ` key and enter the following: SetTacticalMode DisabledYou can set it back to Turn-Based after the fight by open the console again and entering the following: SetTacticalMode RoundBasedThis command shouldn't disable achievements.
  3. I think I might have found the cause of the issue, this is during the conversation where Ferrante boards your ship when leaving Port Maje for the first time correct? Seems there isn't actually a check for if the player has killed any PoE1 dragons on the conversation node. Edit: Vis a vis the chair, strangely the examinable for Captain Falanroed's chair doesn't exist in the Balefire scene anymore. As such I'm not sure if that is fixable with modding sadly
  4. No new portraits to share other than whatever the hell this was. But I did uploaded a new version of my watercolor conversion file with some basic instructions for it's use to nexus mods: https://www.nexusmods.com/pillarsofeternity2/mods/814 This is what I've used for most of conversions in the past. Some images require a fair bit of additional tweaks but it gets most images most of the way there. Could have sworn this portrait was from one of the older threads or from a portrait pack on nexus. Reverse image search isn't any use, so can't find the author of the original edit either... Ah well. Original image by Frittatart
  5. I'm not really the most clued into the balance of Deadfire, but I enjoyed my playthrough with it for the most part. It is also modular, so if a change isn't to your liking you can delete .gamedatabundle associated with it, or just use the fix for this bug and nothing else. The file for it is: gn.items.bonus_to_non_scaling_passive_ajamuut_and_stun_bugfix.gamedatabundle
  6. Balance Polishing mod contains a fix for this issue you could try? https://www.nexusmods.com/pillarsofeternity2/mods/438
  7. Hey, sorry for the late reply! A good place to start is the modding documentation that Obsidian themselves provided, and the Apotheosis mod tool by Noqn. The modding documentation is pretty intimidating at first but does a pretty good job explaining purpose of most of the game data contained in the .gamedatabundle files. Where as Apotheosis is built for exploring and working with that game data in a way that is much more approachable than having to format and parse those .gamedatabundle files. Otherwise if you have any questions about how to do more specifics things feel free to ask! So board strokes: Characters -> CharacterSubClass. This is where you set up the basics of a new Subclass entry. Abilities -> GenericAbilities and StatusEffects -> StatusEffect My advice would be to duplicate existing abilities and status effect that are close to what you want and make the necessary tweaks to those. Some of the data types for abilities and their parameters can be a bit confusing to navigate when making them from scratch. So maybe duplicate something like "Spiritshift_Cat" and make changes to a spider model, and for the decay penetration duplicate something like Heart of the Storm and change the keyword for the Attackfilter to on the status effect. ProgressionTables -> BaseProgressionTableAppend This can be a bit complicated to explain. Depending on what you are trying to do. A new BaseProgressionTableAppend is the best as far compatibility with other mods, when it comes to adding new abilities and features to a class, as these addition are additive to the existing class progression tables. However from what I can tell it doesn't support conditional subtractive edits. Such as setting restriction on existing abilities (such as losing access to certain base class abilities like with the Watershaper with fire abilities for example) for a new subclass. These types of edits may require making edits to how conditions for abilities unlocks on ClassProgressionTable.
  8. I'm pretty sure that is indeed the intended behaviour. If the Bardatto's and Valera's are no longer feuding the events of those quests are unnecessary. There are even endstates for both quests that remark upon this: A Sinking Feeling = "With the feud resolved, Ezzali has no use for this information." A Bigger Fish = "With the feud resolved, Martino's machinations are unnecessary."
  9. Sorry for the late reply, unfortunately this isn't an area Deadfire that is really supported with gamedata modding and there hasn't been much exploration from what I have seen into how to really accomplish it using other methods. As far as I know the files for triggering random encounters are stored in level files relevant to the location they take place. Not sure of how randomisation works exactly, but it seems to select from a random pool of specified encounters. There also isn't really a way to add to these pools of encounters directly in the gamedata from what I can see. The only way I'm aware that could work outside of this is triggering the random encounter with modscripts hook. with the LaunchRandomEncounter script and setting conditional expressions that will trigger it at the right time. There aren't any conditional for checking for the player travel in cities though, or coordinates on the world map though. So it's pretty imprecise sadly.
  10. 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! 😄
  11. 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?
  12. Yup only Companion relationship ever show a breakdown of the different axis changes.
  13. 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.
  14. Use this console command to check: ToggleDispositionDebug Each rank should breakdown as: 4 points. 12 points. 25 points. 45 points.
  15. 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.

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