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Kvellen

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About Kvellen

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  1. 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.
  2. 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...
  3. 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.
  4. 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."
  5. 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".
  6. 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!
  7. 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?
  8. 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.
  9. 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.
  10. 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": [] } } ] } } ] } ] }
  11. As I recall what these files doe is fix some level scaling weirdness with a few specific early game encounters. Something along the lines of there being level 4 enemies in a few encounters that are marked as level 1. Meaning that when "level scaling up" is enabled it'll scaled all those enemies 3 levels higher than the party. It's something like that. Regardless what the game is taking issue with in the 2 files is an accidental extra layer of wrapping around the json code. {"GameDataObjects":[{"GameDataObjects":[ {code} ]}]} instead of just: {"GameDataObjects":[ {code} ]} I think the files are still functioning though, as the message (Parse read unexpected property 'GameDataObjects') doesn't have the "Error" prefix in the output_log and there is no mention of the files not being loaded. Possible that it's the equivalent of the game saying "I don't like how that's written. I understand it and will still do it, but it really shouldn't be like that." It's an easy enough fix to do on your end, whilst waiting for the next BPM update. Just Copy & Paste the following into the relevant files in the "\BalancePolishingModBuffs\design\gamedata\" directory. gn.encounter_scaling_fix.gamedatabundle gn.sepulcher_scaling_fix.gamedatabundle
  12. You need the GUID of the store you want to add your lootlist of items to. So assuming you want the items to be added to Henric in Port Marje : "2c8238c9-6979-4b81-90f9-07e834f07ea3" would be the GUID you are looking for.
  13. Hey Elric, noticed the output_log is displaying an issue with "gn.encounter_scaling_fix.gamedatabundle" and "gn.sepulcher_scaling_fix.gamedatabundle" from the BalancePolishingModBuffs. Seems an extra {"GameDataObjects":[]} accidently got into those files.
  14. I don't know that I'll be able to offer much in the way of assistance here I'm afraid. assetbundle files are something I have tried tinkering with in both games to the result of either corrupting the file or with nothing at all changing. This and other factors mean that PoE1 modding isn't something I have really done much looking into as a result. One tool that might possibly be useful for looking through data in game is the Runtime Unity Editor: https://github.com/ManlyMarco/RuntimeUnityEditor will say, from my limited use of it, it's not the most intuitive interface to use. For one it doesn't seem to filter out duplicate information so searching through scripts and gamedata ends up being pretty labyrinthine. But it at least allow for poking around objects in the scenes and examining their contents. And supposedly it has functionality that allows editing Unity games in realtime. Though I haven't really had the time to really delve into figuring out how that works, or this feature extends to PoE1/Deadfire.
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