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Kvellen

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Everything posted by Kvellen

  1. https://forums.obsidian.net/topic/137984-unique-helmets-lost-those-enchant-after-hexform-of-the-helpless-beast-irrevocably. Following up on this with findings from the above thread. I can confirm the loss of headgear enchantment is indeed part of the same bug! From several attempts of throwing a character at Sigilmaster Auranic with or without Stands of Favor, the headgear enchantments disappear only when neckless was equipped with the spell in effect. It does seem to be a bit of a luck based thing from what I have seen. Either you'll lose all your equipment except for the item that reduces hostile duration, or lose just the headgear enchantment. Though on one occasion I lost headgear enchantment and Strand of Favor. The good news is that since it seems stem from the same bug the fix I created seem to address it! 😁
  2. Thanks for this info! I looked into a similar issue, where Form of the Helpless Beast when applied to a character with any items which lower hostile effect duration (such as Strand of Favor) removed all other items when the effect ends. In that thread Chaospread mentioned that they had seen headgear lose enchantments after Form of the Helpless Beast, but I was not able to reproduce that (mainly due to headgear disappearing along with everything else equipped on the character). But it's quite possible with how I was testing the bug there was something wrong with my methods of testing. Will take a look at reproducing this as you described when I get some time. If you wouldn't mind, could you see if the bug still occurs on your end with the fix I attached in this post: https://forums.obsidian.net/topic/134915-beware-strand-of-favor-eats-your-items-if-youre-a-pig/#findComment-2404497 Edit: Ok having multiple tests I can confirm you are correct about Form of the Helpless Beast removing unique headgear enchantments and it is linked with the same bug I was looking into above. So this only occurs when wearing items that reduce "Hostile effects duration" (In the video you've linked the character is wearing Strand of Favor).
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. 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)
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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
  13. Balance Polishing mod contains a fix for this issue you could try? https://www.nexusmods.com/pillarsofeternity2/mods/438
  14. 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.
  15. 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."
  16. 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.
  17. 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! 😄
  18. 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?
  19. Yup only Companion relationship ever show a breakdown of the different axis changes.
  20. 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.
  21. Use this console command to check: ToggleDispositionDebug Each rank should breakdown as: 4 points. 12 points. 25 points. 45 points.
  22. 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.
  23. Unfortunately yeah. The only other option would probably be opening both files in a text editor, comparing the differences and manually merging changes from one into the other to make a best of both worlds. But that does require some level of familiarity with the structure of the file format and a lot of patience. I meant "unwieldy" in the sense that having to scroll around a lot of mods can sometimes be a bit tedious. I only bring it up as you mentioned you are planning to install a lot of mods. Should do. I haven't used it very extensively but it was good to have as a fallback a few times.
  24. As discovered by Defaault on reddit, there is a bug where all equipment on a character will disappear if the character is wearing Strand of Favor and is hit by the spell Form of the Helpless Beast. The above video uses a modified version of Form of a Helpless Beast to demonstrate this, but otherwise this bug is vanilla behaviour. From what I can tell it seems to be caused by -10% Hostile effect duration from the Ward of Favor enchantment reapplying as the spell wears off. I've test a few other items that do reduce Hostile effect duration and Arcane Containment on Cabalist's Gambeson is the only one I have found that also causes this bug. Things like Lone Wolf on Ring of the Solitary Wanderer seem to be safe for whatever reason.
  25. Probably better if I reply in this thread, rather than the Any way to make companion idle poses available for player character. Of my mods Deadfire Collected Fixes is probably the mod that's most likely to conflict, since it makes a lot of changes to .conversationbundle files that don't support partial edits. If you have any question about compatibility with specific mods let me know! (Everything contained in this spoiler tag was written before I saw your recent posts so you are probably already aware of what I was trying to explain in it.) If you need to rearrange mods and the in game mod manager is a little unwieldy with how long mod list has got, you can also use the "modconfig.json" file that is generated when loading the game to rearrange the load order of mods. For windows this is located under: %userprofile%\appdata\locallow\Obsidian Entertainment\Pillars of Eternity II\modconfig.json It'll look something like this: { "Entries": [ { "FolderName": "Silent Corporate Logos", "IsLoadedFromSteamUGC": false, "Enabled": true, "AbsolutePath": "G:/GoG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Silent Corporate Logos" }, { "FolderName": "PoE2-EnhancedUserInterface", "IsLoadedFromSteamUGC": false, "Enabled": true, "AbsolutePath": "G:/GoG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/PoE2-EnhancedUserInterface" } ] } Each entry is contained between a set of {curly braces}, and moving it up and down is as simple as cut & paste. Make sure you have a comma after closing curly brace} of each entry, with the exception of the last entry. So the majority of Deadfire mods on nexus are mods that change gamedata. The file format used for gamedata (.gamedatabundle) support partial edits. What this means is if a modder wants to change specific things, like say making a Combat only ability available outside of combat, they only need to include the lines relevant to the change in a .gamedatabundle in their mod folder. When the game loads it will override just the changes made by this file, and for anything unmodded load the default values. So as long as the gamedata mods aren't changing the same lines, and the modders have followed best practices and aren't including unnecessarily lines of default values, gamedata mods are less likely to conflict. However this is not the case with mods that make changes to things like conversations as the files responsible (.conversationbundle) don't support partial edits. So even when making a very minor edit, like say adding a script to give the player money, the modder must include all unmodified contents of the file as well. Otherwise their changes won't function. This means there will always be an override conflict if multiple mods make changes to the same .conversationbundle file, and whichever one is lower in load order will be the one that wins out.

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