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Unused Prefabs for creating Sidekicks/Companions?
This is a sequel/continuation of a sort to the Turning an Adventurer into a Sidekick? thread. This time we are looking at modification of the unused prefabs in characters.unity3d to create a new custom party member. This method potentially allows for something more feature than the Hired Adventurer with a conversation item I described in the other thread. However it does require a great deal more patience to get a functional character in game. There are some compatibility and logistical caveats that should really be solved before it would really be easy to share characters with others. That said here's a quick example of what can be achieved. What I want to highlight in the above video is: A specified conversation can be initiated by clicking on the character. When in the party the "Talk To " button appears on the UI that triggers the conversation. Adjusted appearance. The character's hair/skin/eye, and primary/secondary cloth colour can be any combination of RGBa. The head, facial hair, and hair models are restricted to the existing Player and NPC assets though. Scripts can be triggered on events like the party resting. In this example it's another conversation but could be anything listed in the documentation. What is needed?A tool for modifying the contents of assetbundles. UABEA is what I used for the above example. Then it is just a case of pretty much finding any prefab that contains the components: CharacterStatsMutable, CompanionInstanceID, Equipment, NPCAppearance, NPCInteraction, Portrait, and ScriptEvent. There are 13 such prefabs that are unused in the game: companion_caroc companion_ggp companion_gm companion_hiravias companion_sagani companion_test_barbarian companion_test_chanter companion_test_cipher companion_test_druid companion_test_monk companion_vspriest companion_vsranger companion_zahua and an additional 4 that are used only in the Backer Beta mode: companion_generic_fighter companion_generic_preist companion_generic_rogue companion_generic_wizard A couple of them are familiar names from PoE1. However their presence does not constitute any form of cut content. More likely these are remanets from various stages of prototyping or testing. Which of these lads is your favourite PoE1 companion? By filling in various components with the values and GUIDs pointing to certain gamedata (CharacterStats, CompanionData, and others) and a conversation you can get a custom party member! They can then be spawned into the game with a console command such as SpawnPrefabAtMouse, or as part of an encounter for a less intrusive ways. Though interestingly encounters seem to force the character into attacking so there is some jank in need of solving there. Would that this were only problem to solve... There's a catch.Currently the only way to achieve this is manually making adjustments to the prefabs components inside of the characters.unity3d assetbundle. Needless to say it's a very finicky process. Best worst case, the change you make doesn't take. Worst worst case, the game no longer works. And that is just summary of my past experience attempting assetbudle modding. I'm as shocked as anyone that I got anything to work! And if doing it yourself weren't tricky enough, you would need to explain how to import changes to others Does that make sharing the modified characters.unity3d file the best option? It is on the lower side of 2gb. Which is not massive by modern game filesharing standards sure, but given the changes made to it only account for something like a couple of kilobytes, it does seem a bit ridiculous to me. And we're back to square one when 2 independently created custom character mods want to be installed together! So, there are certainly some fairly tricky problems that need to be solved to make this viable in my opinion.
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Kvellen started following Unused Prefabs for creating Sidekicks/Companions?
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Beware! Strand of Favor eats your items if you're a pig!
I think that actually might be a separate glitch? Did you have any of the above mentioned items equipped to the character? The glitch with headgear losing its enchantment is a strange one, and not something I ran into during testing. The Helpless beast glitch always tends to just delete all other items.
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Beware! Strand of Favor eats your items if you're a pig!
Form_of_Helpless_Item_Glitch_fix.zip I moved the -10% Hostile effects duration to a passive ability instead, which does indeed seem to fix the issue. Though with the way this transformation works it seems like Helpless Beast removes abilities when active so the duration of the spell is unaffected. I don't know if that is intended behaviour for all transformation abilities?
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Apotheosis - Mod Editor for Deadfire
Hey been running into an crash lately when trying to re-parent nodes in the Conversation and Quest editors. Steps to recreate: Child a node to another node. Delete the non-child version. CRASH.
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Iron Gut quest bug
Kvellen replied to error4o4's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Have you tried talking to Pietro directly? If you run the console command PrintGlobal n_Iron_Gut_Quest_Stage what is the result that displays in the combat log? (This console command doesn't disable achievements)
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[BUG] Stuck in The Crucible (Seeker, Slayer, Surviver expansion)
Kvellen replied to Shpenat's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)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.
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[BUG] Stuck in The Crucible (Seeker, Slayer, Surviver expansion)
Kvellen replied to Shpenat's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)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.
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[BUG] Always a Dragonslayer
Kvellen replied to radagastaba's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)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
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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
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[4.0.1.0044] Ajamuut's Stalking Cloak Doesn't Stun From Invisibility
Kvellen replied to guildwriter's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)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
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[4.0.1.0044] Ajamuut's Stalking Cloak Doesn't Stun From Invisibility
Kvellen replied to guildwriter's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Balance Polishing mod contains a fix for this issue you could try? https://www.nexusmods.com/pillarsofeternity2/mods/438
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New to Modding - Advice Sought
Kvellen replied to MsFicwriter's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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.
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Bug in Family Feud and Sinking Feeling
Kvellen replied to grassBlade's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)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."
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How does the game determine which Random Scripted Encounter occurs?
Kvellen replied to fafaDylan's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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.
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Cut Content - Ydwin's Original Introduction
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! 😄