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Everything posted by Kvellen

  1. There is a mod manager accessed through the main menu options, where you'll be able to to change the load order of things.
  2. File name and Transcript of each line said during the Soul Fragment conversation. For those who might want to add it to their custom voice using the Custom Soul Voice mod. !This includes Spoilers for Deadfire's 3rd act, as well as highlighting some Pillars of Eternity 1 Decisions!
  3. Sure, this is working on my end: { "GameDataObjects": [ { "$type": "Game.GameData.ItemGameData, Assembly-CSharp", "DebugName": "INN_ANYWHERE_Test", "ID": "d62bc9d4-6e6c-4ecf-8770-a9a7675b0439", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 25124, "DescriptionText": 25125, "DescriptionTextTactical": -1, "FilterType": "Quest", "InventoryAudioEventListID": "32023afc-c1c3-4b6a-bcfd-77bde56ee6c3", "IsQuestItem": "true", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "false", "Value": 10, "IconTextureSmall": "gui/icons/items/misc/book_paper_s.png", "IconTextureLarge": "gui/icons/items/misc/book_paper_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [ { "DisplayConditional": { "Operator": 0, "Components": [] }, "DisplayString": 465, "Script": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [ { "Data": { "FullName": "Void OpenInn(Guid)", "Parameters": ["6f88c8c2-e6b7-4429-9407-5ae6c011d4fd"], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ], "IsPlaceholder": "false" } ] }, { "$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp", "DebugName": "Grant_Inn_Item_ScriptHook", "ID": "41b4ebb8-13a4-4bc4-81bf-366e8175d49e", "Components": [ { "$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": [ "546e5d97-c234-46dc-9439-b23aafc02198" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] }, "Scripts": [ { "Data": { "FullName": "Void GiveItems(Guid, Int32)", "Parameters": [ "d62bc9d4-6e6c-4ecf-8770-a9a7675b0439", "1" ] }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ] } ] } I dunno, possibly just something as simple as those GUID were among a number of others generated as a batch?
  4. For the Inn window to appear when you click the button you need to change "Void StartConversation(Guid, Guid, Int32)" to "Void OpenInn(Guid)" and remove all the Parameters except the GUID for the Inn. "InspectOnUseButton": [ { "DisplayConditional": { "Operator": 0, "Components": [] }, "DisplayString": 5249, "Script": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [ { "Data": { "FullName": "Void OpenInn(Guid)", "Parameters": ["6f88c8c2-e6b7-4429-9407-5ae6c011d4fd"], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ], Yup 5249 is the text that displays on the button. I'll be honest I don't know a whole lot about scripting and creating mod script hooks. So when I test item mods I just add them to the stash using a modified version of noqn's NewGame+
  5. Oh yeah, that's a really strange omission. Looking through the enumerations section, under WindowType there is mention of "PartyManagment". But there seems to be no script that seems to call this type directly and the only context for it from what I can tell is in relation to UI audio events.
  6. That is odd. I would have assumed there would be a script that opens the party management window directly. Opening an inn does seem to be the best solution, and after a quick test I can confirm what @Noqn says does indeed work.
  7. The ship combat was something I tried to get into on my first playthrough but fell off of after a while of every single engagement seeming to take a really really long time to play out. I don't know if it is just not explained very well, or that I missed something in the explantion of the mechanics. But it got frustrating to the point that most of the game I took long routes to avoid enemy ships, or would closed to board right away. Which is a real shame as captaining a ship battle in the age of sail is a really neat idea! You are missing the flame thrower ship weapons from your list: CANNON Name GUID Damage Range Reload Cost Magranite Firethrower 49e185d8-48e8-4d63-a358-3f50e1971b77 6 to 9 0-75m 2 3000 Wyrmtongue 2f82b41e-63dd-43d1-9475-c37af23f96cb 6 to 9 0-400m 5 3000 Magran Firethrower was added with the ship focused DLC "Scalawags Pack". The data of which is in the "laxc_exported" folder in the "laxc_ships.gamedatabundle" file (Under the name "Aedyran Firethower"). From what little I played with these the short range, was a neat idea, but always lead to the enemy ship closing to board before or just after I had fired them. The other weird thing, description for the Wyrmtongue mentions there being a chance of starting a fire on the enemy deck/rigging/crew. Which ever happened when I hit with them, so either a very low chance or just a bit of confusing fluff. I'm tempted to assume it to be the latter as the Magran Firethrower has no mention of this. Also really disappointed that there is no ship battle with a kraken (or other beat of Galawain), but I can imagine that would have been strange to implement in to the ship to ship interface. So probably for the best
  8. I have managed to get pretty much everything working (Preview video under the spoiler) with the mod I posted about, but have been hung up for several months now on an inconsistent audio issue with a couple of the lines. The following video contains spoilers for a scripted interaction that leads into the final act of Deadfire, as well as mention of one of the end game decisions of Pillars of Eternity 1! As mentioned in my last post the mod works by changing the SpeakerID for specific Narrator lines in the .conversationbundle of a scripted interaction. It is indeed possible for the game to actually use audio files based on the Player Character's currently selected voice set. This is done simply by replacing the "SpeakerGuid" for the lines with the unique GUID that corresponds to the Watcher ("b1a8e901-0000-0000-0000-000000000000"). This means if the Watcher is using a custom voice set that has those audio files the (Spoiler) can actually sound like the Watcher during the interaction. Additionally since no audio files are actually replaced, if the mod is disabled the audio will revert back to Ashley Johnson's narration (or silence in the case of the No Narrator mod). The plan once I have worked out the aforementioned issues would be to add the audio files as an optional extra to my pre-existing custom voice mod, and release the modified .conversationbundle as a separate mod. That way it is easy to toggle in the options menu mod manager, and open to others to use if they want to do the same for their own custom voice mod!
  9. That is correct, though the number after "Value": seems to be what actually correspond to the specific personality data somewhere else. The only thing stopping a personality from being selectable for characters is the "AvailableInCharacterCreation": being set to "True". Though the main issue with using companion personalities seems to be that most have what are called "props" (things like Eder's pipe, Aloth's Grimoire, and Xoti's Lantern) that go with their idle animations. Without these the character will only mime holding a prop object during their idle animations. There is a bit more information on this in the thread below. But the long and the short of it seems to be that it's only possible to give a prop to a brand new character, and each character can only have one prop at a time.
  10. Had some free time and wanted to test out a few things in photoshop. I won't be posting anymore watercolour conversions after these though. Just feels a bit iffy to be altering the work of others without any idea of whose work I am altering, and really just worry about becoming the dead end of a google image search. Wasn't sure if the burn was intended or just a error in the process. Actually managed to find the source for this one Edit: Meant to include these when I originally posted, but due to how dark the image is and some compression artifacting it looked a bit messy.
  11. Some information that has been useful for making custom voice set mods: The Obsidian Documentation about ChatterEventType, contains a list of all the events that a can trigger a voice line. Which is very useful for getting an idea of what the context might be for a line, such as the difference between "Attack" & "Attack_Issued". Though keep in mind that this list contains a number of events (such as "CipherMindWhisper2", "EnemySpottedInStealth", "Kill") that are not included in any of the main character voice sets. It would be possible to add them if anyone were inclined by making a custom .chatterbundle based of one of the existing entry. I have only minimally tested this, so I don't really know what events are actually possible to add. When converting files into .wem format, Wwise places a random string of characters in the file name. Whatever the reason behind this, it gets in the way of the game recognising the audiofiles. There is a comment by @Finchyy that contains instructions (Step 12) for making a script that'll remove the unnecessary characters from the audio files. The "Idle" event isn't functioning in my experience. From what I understand an Idle line should play from a random character after 300 seconds (5 minutes) of inactivity. From my testing by waiting upwards of 30 minutes (and also shortening the "IdleTimeThreshold": in audio.gamedatabundle). Neither the Watcher, or any companions in the party played an Idle lines. If anyone has any idea how this might be fixed, or experience to the contrary let me know! If anyone has any question on custom voices sets let me know!
  12. In all fairness, I first noticed the error message in the log a few days ago, but couldn't determine what the cause of it might be and from a cursory glace assumed everything looked to be working.
  13. That's unfortunate, I noticed there is a closing square bracket missing in the file that flags up an error in the output_log, it's unlikely but could that be in someway what is causing the stuttering?
  14. Exactly as Elric Galad describes, there is a parameter called "NumberOfCopies" that affects the amount of holographic copies. The following code should work for changing all instances of the spell: { "GameDataObjects": [ { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images_Wael", "ID": "9c59f7e6-6593-4d2e-bc55-4e2afc7810b2", "Components": [{ "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 6 } ] }, { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Reflexive_Mirror", "ID": "6b179cdf-4590-4695-8869-ab33b582c4de", "Components": [{ "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 6 } ] }, { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images", "ID": "9271c114-1219-48b0-a3b0-fd669a781441", "Components": [{ "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 6 } ] }, { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images_Trickster", "ID": "fb36bb54-5dec-4481-9ed6-1a4c023d7227", "Components": [{ "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 6 } ] } ] } Just lower the "NumberOfCopies": from the default 6 to a number you would prefer.
  15. Also found the original picture by Caroline Jamhour should anyone be looking for it.
  16. That's awesome! I found a reply from a developer regarding if audio files can be placed in the override folder. Regardless I believe adding audio to a new conversations is possible! It's simply a case of naming the audio files such that they have the title of the conversation they correspond to, in addition to the node number they should play on (Eg. lax02_01_cv_harbinger_leader_0001.wem, lax02_01_cv_harbinger_leader_0003.wem, lax02_02_cv_dracolich_phylactery_0175.wem, etc). I've only tested this with pre-existing conversations, but I don't see why it shouldn't work for a completely new conversations as well!
  17. Jace5 did a really fantastic conversion of that portrait in the last thread. The convo picture is a little stretched though, so I made an attempt to fix it.
  18. Also some portraits from Tyranny that'd work for Ocean Folk:
  19. Only way I have gotten my audio mods to work is by placing the files inside of a folder in StreamingAssets\Audio\Windows\Voices\English(US). Placing audio inside a mod's override folder doesn't work from what I can tell. I am really interested to see it might be possible to add new audio and dialogue!
  20. If anyone is interested in the process I'm using, it's pretty largly based on Phenomenum's photoshop guide, but using a combination of Photopea and PaintNet (only really using this for the ink filter) instead of photoshop. The workflow is a little more fiddly than I'd like, as it requires: removing the background using the site linked in the guide, then doing the Exposure and Photo Filter steps in Photopea, exported it without the paper texture, applying an ink filter in PaintNet (which annoyingly puts a black background), then taking it back to Photopea for final edits & clean up and placing it onto the paper texture.
  21. These are pretty rough on account of a current lack of PC that can run photoshop. Anyway merry (late) christmas, and best of luck for the new year!
  22. Process of elimination really. Looking for a folder that might correspond to the location for the encounter or the place the character is frequently found. Skimming through the names of the files in those folders looking for anything that might match the name of the character (or even the name of another character in the same conversation), location where the conversation takes place, or a vague description of the encounter/character. Then opening up any file that seems like it might be right in Notepad++, and searching for a piece of text I know should be there. I'd probably have looked in the folder where the character's audio files are located, and see if I could track down the name of the conversation from one of the files. Files that correspond to things added in DLC and patches usually tend to be one of the lax*_exported folders. Which was the case for the Steel Garrote.
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