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Everything posted by Kvellen
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Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Pissed off Pale Elf. Gave it a shot. Source: PoE Aumaua Mage By I2ebis And the original as well: -
Intriguing! Honestly using an Adventurer as a stand-in to prototype the Items, voice set, and dialogue is a pretty good place to start such a project! As you'll be able to see how these all work in game. I don't know if this is what you are asking about, but a ModScriptHook that triggers the StartConversation script might be what you are looking for. Though be aware this has the limitation of only launching at the start of a level loading or on loading the game from a save. I'd recommend looking into Apotheosis if you haven't already as that tool, amongst making modding Deadfire in general a easier, takes a lot of the headache out working with the game's scripting. Additionally the conversations editor is the best thing available for modding Deadfire's conversations as it's closer to how Obsdian's narrative designers actually worked with dialogue. I could write up an example of a simple scripthook that triggers a conversation if that would be helpful? Yup! I mentioned a bit about the naming convention for audio file related to conversations in my second post of this thread. If you have any question about this let me know! The "InspectOnUseButton" on items is the only way I'm aware to get player input to launch the StartConversation script. Indeed. Once a conversation is launched it can go on for as long as needed. Or get stuck in a loop forever if you're like me and forgot to put in an exit while testing... Correct. Linking a conversation to any character is not directly supported. Correct. The contents of maps aren't modifiable and the only way to spawn a character into scene is with a console command that requires their prefab to already exist in the games asset files. As I mentioned this can be done with a ModScriptHook that runs only on map/game loading. Otherwise there are a few conversation that are triggered for various points of interest that can be used to have a bark play just like other companions. I don't know if this is possible. It's not something I have looked into myself. I would guess this would require making additions to one or more of the .unity3d files. "character_hd.unity3d", "character_headandskin_hd.unity3d", or "characters.unity3d" maybe? Which isn't something I've seen in any Deadfire mods.
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Sadly there are a number of technical limitations and hurdles that would need to be overcome first to do that. Which aren't really possible with the built in modding support, and I'm honestly not well versed in advanced forms of Unity engine modding to know if it's possible at all. The Adventurer Character Object (know as a "prefab" in Unity I think) that all Adventurers share doesn't support being talked to, as it completely lacks a component called "NPCInteraction" responsible for that interaction. This is what enables interaction with companions through the "Talk To x" button and on clicking on an npc. Which will point to a designated conversation GUID and load it when triggered. There is a very hacky way to add the "NPCInteraction" to an Adventurer, and doing so shows the "Talk To x" button. Though it's completely non-functional sadly. As for getting the character to spawn into a scene. I don't even know where to start. The good news is that if someone were to figure out how to get around these hurdles everything else touched on in this thread is already supported by the game!
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Oooo that's look great! Have had a few projects I have been putting off due to drudgery of making manual edits to .chatterbundle entries. Thanks a lot for the break down, this does confirm a lot of assumptions I've had over the years on how these files worked! The need for a manifest entry isn't something I have come across though. The couple of new chatters I have made from duplicating existing ones then generating a new GUID, have seemed to function without the need for one. Additionally in my experience .chatterbundle files seem to have no need to maintain the same directory structure as their origin file. I wonder if maybe the need for a manifest entry is some vestige from Deadfire's development. Like the "ConversationType" having 2 states: "0" for Conversations, or "1" for Chatter. But this never seeming to be used in conversations from what I have seen. Maybe at some point conversations and chatters once shared a filetype and structure? The stringtables always seemed an odd inclusion to me when I was looking at .chatterbundles purely as voice sets. With the knowledge that a lot of the ambient townie barks comes from chatter it make more sense. I'm still not really sure what function the "generic" stringtables serve in game though. The thought of chatter appearing as text in game would have been a bit of a nightmare!
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Ah I thought I had remembered there being a version of it on rest. Annoyingly on-rest scripts are located in an ".assets" or sometimes a "level" file. Unless they have a referenced to a globalscript/globalexpression it's not something that Apotheosis is capable of editing. And as far as my experience goes, even with a tool like UABE that can open assetbundles, such files seem prone to corrupting or are very finicky to make alterations to. Removing the script setting "b_Xoti_Nightmare" from the Gaun statue conversation would have been my next suggestion. Really my only hesitation in suggesting it first, would be that doing so makes it so that once that conversation has played the next step in Xoti's quest becomes reliant on the mod to progress. All things considered though, it's the best solution. I would suggest moving your script for Magran's teeth completion to a mod scripthook instead. That way you'll avoid the possibility of conflicts arising from other mods that make changes to Xoti's hub. Great idea for a mod by the way! The pacing of Xoti's quest has always struck me as pretty bizarre.
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I remember ranting to a friend who had played through each game on Path of the Damned about how frustrating this bug was. Expecting him to know what I was talking about. His response "I never saw that". Turns out the mad man didn't use any AI behaviours and just micro manages every attack his party makes...
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Hey @Larena27, I've looked at somethings around Xoti's quest before. Did you try adding the condition on Conversation Tigger node "403" of "companion_cv_xoti_main"? That's what seemed to start the conversation that leads into the final parts of the quest when I was looking into it. Though maybe there is another place it can trigger like after a rest? If that's the case it could be tricky to alter as, just like Conversation Tigger nodes, scripts will ignore any condition on whatever node it points at by design.
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My pleasure! I use a tool called Apotheosis, that organises all the exported gamedata and text in every supported language into a gui interface that can be searched through more easily. I looked in the ItemMod section for "Champions_relic", which lead me to the status effects responsible for the bonus. There there is a parameter of status effects called "OverrideDescriptionString" that's been used to overwrite the text in this instance. That's where the reference ID was. I noticed the issue with the Replacement Token by swapping between "English" and "Francais" from a dropdown.
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Really looking forwards to the crafting changes especially, it's the main thing that's keeping me from seeing this game through to the end. Had a bit of trouble with reading the text in that image. This is what's it says for anyone needing to zoom in: Spring - 2025 NOW LIVE Arachnophobia Safe Mode Mouse and Keyboard Support for Xbox Fog of War Improvements More Gold and Crafting materials Soul Pods will now dispel illusions Unique gear improvements Summer - 2025 Cooking and Crafting improvements New NPC abilities and behaviors New active and passive abilities New Unique weapons and armor Custom Map markers Fall 2025 New Game Plus Photo Mode New weapon type Changing appearance in world New character presets More Godlike feature presets
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Yup, the game should automatically replace {0:extravalue:percent} with a "3%" from the status effect gamedata just like it does elsewhere. That's pretty much where my knowledge of this stuff extends haha. Not sure where exactly in the game data it's getting this value from... just that this seems to be how it works. That said if you run across any other instances of something not functioning across the localisations I'll be happy to take a look!
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What seems to be the root of the problem is that the wrong Replacement Token was used in several of the Deadfire's translations. A replacement token is basically a small bit of code in the text string that's dynamically filled with a specified bit of information sourced from the gamedata the text applies to. Such as adding a numerical value. This allows for the game to reuse a single piece of text "{0:extravalue:percent} Melee Damage for each Engaged target" for each possible instance, rather needing multiples copies. Anyway, that is all to say that in this instance the French translation for this text incorrectly uses {0:value:percentbonus} instead of {0:extravalue:percent} which is why the value in game is shown as 0%. "statuseffects.stringtable" and the entry with the mistake seems to be "204". Something like this should work: <Entry> <ID>204</ID> <DefaultText>{0:extravalue:percent} aux dégâts de corps à corps pour chaque cible engagée</DefaultText> <FemaleText /> </Entry> The "Ennemis engagés +2" part will come from another stringtable entry which the game combines with the previous entry at runtime. I can't find the ID for it at the moment, but I'm pretty sure it is possible to override it. If that's something you need to make changes to let me know and I'll try to track it down.
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Concelhaut won't speak to me :(
Kvellen replied to Mungrul's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Weird at what point does the "End Conversation" button appear? Is it just after this text: If that is the case, what Background (Laborer, Colonist, etc) did you pick at character creation? The text that is supposed to play is different depending on this. Could be that it isn't account for for some reason. -
Patch 1.3.8.0.87535 is live!
Kvellen replied to cstanick's topic in Pillars of Eternity: Announcements & News
Deadfire only has <DefaultText /> and <FemaleText /> entries in all it's .stringtable files. Which are used for reactivity to the player's choice of gender in character in creation. Interestingly there is a "Neuter" gender in both Pillars of Eternity games. But is only ever used by creatures and maybe the occasional npc. It isn't implemented to be applicable to player characters from what I have seen. That would be my own assumption as well. Most likely the result of a more recent addition made to OEI Tools (the internal tool used by Obsidian) for use in Avowed, Outer Worlds 2, and future Obsidian games. And not really indicative of any specific plans for a Pillars games. -
Patch 1.3.8.0.87535 is live!
Kvellen replied to cstanick's topic in Pillars of Eternity: Announcements & News
To be fair I was staring at that previous post for quite a while before I saw anything that looked different. No one outside of modders is really all too familiar with stringtable entry structures I guess It is an interesting find! Though searching through the files there are no instances of the populated <GenderNeutralText> . So perhaps part of an initial set up for the option that'll be patched in alongside the Turn-based mode? Or maybe just something the OEITools puts into the .stringtable files now as a result of updates to the tools made to account for the option in Avowed. -
I have been doing a lot of investigation into quests, there are a few things I noticed as far as Apotheosis. To start there is a bug where no changes made in the "Experience Level" field are ever saved. _____________________________________________ Quest/Objective nodes seem to always have 2 strings entries attached to each node. "0" is always the name of the quest, and "10000" is the initial description. After that any single digit stringtable entry is an Objective Title, with an additional ~1000* entry that is will be the description for that objective. Using the quest Bounty - Ikorno (BOUNTY_TSK_Battlemage) as an example: Node: 0 Quest title (0) : Bounty - Ikorno Quest Description (10000) : Ikorno, an aumaua wizard, makes sport of killing elite Huana warriors. Those who suspect him of being a Rauataian agent have put a bounty on his head. Node: 1 Objective (1) : Kill Ikorno. Description (10001) : Ikorno was last seen on the central isles of the Kua o Rikuhu chain. When I find him I can kill him for the bounty. Node: 2 Objective (2) : Return to Okauro. Description (10002) : I dealt with Ikorno. Okauro in the Sacred Stair district of Neketaka will want evidence of the kill in exchange for the reward. It would be great to be able to have both string displayed and able to be edited on the relevant node in the Node Diagram. _____________________________________________ An update on this issue. I think I have pinned it down to not being an problem with Apotheosis making additions to the the quest, but rather it seems there is a limitation in place that stops the adding of new nodes to a quest mid-game in general. I realised I'd only ever tested this by loading a pre-existing save. What you know, upon starting a new game and triggering the quest to start on the new quest node (19) it seems to work without issue. Further testing on other quests and with adding nodes elsewhere in the sequence yields the same results. New game: the quest appears to continue just fine when it hits a new node. Existing save: the quest bugs out when it hits a new node. This is also the case for new quests: While brand new quests can be added mid-game, they will run into the same issue once they become part of the game as it were. Fantastic! Looking forward to it!
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Probably, but the character is at the end of the day only an adventurer that you can just recreate at any inn. All you need is this mod for Dyrwood Culture, and the portraits which are are in the gui folder of the .character (it's pretty much a zip file). Save your game and exit. For the voice you can either remove the conditional statement in between the [square brackets] after "Components": [] "PlayerVoice_Durance.gamedatabundle" or select it later in the character customizer once you have done following. Change all the instances of "135d47bd-5a32-4af1-8a44-1f7d3822b0f9" in the mod's files to whatever the new GUID is for the character. You can find their GUID by hovering the mouse cursor over the character and entering this command into the console: PrintInstance oei_hovered It'll be in the combat log and should be on your clipboard for you to paste somewhere outside of game to reference.
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Confronting Furrante
Kvellen replied to sybarite's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That's really fascinating to me. Partially because the Principi faction quest is the only one I've never got very far into. So is a massive blind spot to me for how it all ends. But mainly because I never realised it would be completely possible to skip Crookspur! Glad you got it figured out. -
Hey noqn, could I make a request for a chatter editor as future addition? Meant to ask about it in the past but always stopped short of typing up a request for it. What with interest in voice modding being a real niche within a niche. And the need to expend the capabilities of an existing voice being a niche within that niche. But mainly because honestly .chatterbundle file structures are a pretty weird layout amongst the other node based data types. I wouldn't even be able to describe how the layout for that should look! But I thought it couldn't hurt to ask. As much as the idea of looping scripts scare me, that's actually a really good solution!
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Confronting Furrante
Kvellen replied to sybarite's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hmm, assuming I'm looking at the right conversion in Apotheosis I think I can see what is causing the problem. Is it possible you have skipped the quests centred on Crookspur maybe? Would you mind loading your save and opening the console with the ` or ~ key (Don't worry this won't disable achievements). Then pasting the following: PrintGlobal n_FQP_Slavers_Quest_Stage & PrintGlobal n_Crookspur_Kua_Outcome & PrintGlobal n_Slaver_Boss_State Does the message in the combat log look like this? : 'n_FQP_Slavers_Quest_Stage': 0 'n_Crookspur_Kua_Outcome': 0 'n_Slaver_Boss_State': 0 -
Slog Zone Bug
Kvellen replied to SlogZoneBug's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
There's a workaround for this in the Community Patch that sets it to clear on rest: https://www.nexusmods.com/pillarsofeternity2/mods/335 If you just want the workaround then: 1. Open Notepad, then copy & paste the following into it: { "GameDataObjects": [ { "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "AFF_Slog_Zone", "ID": "06ae3f34-ebfb-4cc9-bca0-c488dbe197b4", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "ClearOnRest": "true", "ClearOnFoodRest": "true" } ] } ] } 2. Save the file as: "slog_zone_clear.gamedatabundle" (make sure there is no ".txt" at the end of the file when you save it) 3. Move it inside of a new folder within 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\" Waddle over to an inn or somewhere you can rest and do so and that should clear it. Alternatively you can remove it from all current party members with Console commands (Cheat's Disable Achievements): -
Full Respec Companions works from what I have seen. Just make sure you're installing BepinEX (the mod platform it comes with) in the correct directory: " \Pillars of Eternity II Deadfire\BepInEx " not " \Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\BepInEx " Otherwise Reclassify Companions is pretty simple setup as you just put it in the override folder like other Deadfire mods.
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This what I can gather from looking through some of the PoE1 game files: Raedric_State|5 = You killed Raedric. Kolsc_State|6 = Kolsc is alive. Or he was. The last you saw of him, he'd arrived at Raedric's Castle and thanked you for dealing with Raedric for him. (Narratively speaking, if he did die your watcher wasn't responsible.) Kolsc_Quest_Stage|2 = I'm pretty sure this means the quest resolved. It's the exact same on my PoE1 save import where I had completed the quest by killing Raedric. I tried looking into this variable's different states in PoE1... Lets just say that "6" means the "quest is complete" by the standards of Deadfire Custom Legacy Creation and leave it at that. The different states of this variable only raise more questions about PoE1 than they do in regard to reactivity in Deadfire as far as I can tell. deathguard_main|0 = No one told you about Raedric's returned from the dead. Which to be fair, is very easy to miss. So the answer would be: "Raedric and Kolsc." -> "What happened to Raedric and Kolsc?" -> "I killed Raedric." You don't have to select anything for "Champion of Berath" as selecting "I killed Raedric.", though you can always select "I didn't defeat Raedric a second time." if you'd like.