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Kvellen

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Everything posted by Kvellen

  1. Ooph, that's a pain. The auto-update worked off a backup I had of a previous version though. Everything has extracted quickly and correctly this time. Also gave making edits to a few of the localized StringTables a test, all changes are saving and loading correctly. Great work!
  2. Seem to be stuck trying to update the extracted icons and localized StringTables (Waited 10 minutes so far): Have tried auto-updating and downloading the latest build from GitLab.
  3. The game hasn't been updated since 2017. However Obsidian are currently testing a new patch, so might be worth it to send your save to them along with a description of the issue. Possible they might be able to address it in the final release of the patch.
  4. Sure! Might be worth pointing them towards this thread as well that explains the process of modifying the "Assembly-CSharp.dll" of the game.
  5. Yeah unfortunately the method I describe earlier in the thread is easiest I know of, but still takes a lot of time and effort. And will only work for one language. Which makes it far from the best solution. I'm certain that someone with C# knowhow could come up with a much cleaner solution that would work 100% better and for all languages.
  6. Beyond using the scroll wheel to scroll through the cut-off text, pretty much the only way to get all the text onscreen is the "conversation history" button at the top of the window. I don't want to say it's impossible to alter the UI with mods, but not by any means I am familiar with sadly. Really wish they hadn't gone for this more sleek and simplified design in the Deadfire. I can understand some of their reasoning for it as far as meeting their goal of cutting down the amount of text that needs to read. And well to be fair to Obsidian the window wasn't intended to display text at this size and does cope pretty well with it. But I genuinely think that having such a limited text box for a game this heavy on text, that can't be expanded by the player was a mistake. Even the big dialogue box in PoE1 (which wasn't without its flaws as far as keeping all the dialogue text visible) allowed you to increases the height of the window by dragging it.
  7. Fantastic! One thing I suggest would be swapping the "DebugName" ("Pro-Humor", "Pro-Duty", ) for the name of each topic as it appears in the game ("Lighthearted", "Dutiful"). Anti-Gods = Antireligious Anti-Tradition = Progressive Kind to Animals = Animal Kindness Pro-Autonomy = Autonomy Pro-Deceit = Skulduggery Pro-Duty = Dutiful Pro-Gods = Piety Pro-Humor = Lighthearted Pro-Immodesty = Pride Pro-Passion = Impassioned Pro-Provincial = Provincial Pro-Resourcefulness = Resourcefulness Pro-Stewardship = Stewardship Pro-Tradition = Traditional Pro-Worldly = Worldly
  8. Good catch! Just to be on the safe side it's best not to make edits directly to the gamedata files of Deadfire. I'd recommend either looking at the Deadfire basics tutorial that explains how to make a gamedata mod or the Apotheosis tool which does most of the legwork and presents the information in an easy to use UI. If all you're looking to change is the duration of the effect the following should work. Open Notepad, copy and paste the following: { "GameDataObjects": [ { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Barbaric_Smash_SE_OnKill", "ID": "44662340-aed1-4bc4-ac2f-01ad1a6c4512", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "Duration": 0.1 } ] } ] } Save it as something like "barbaric_smash_SE_duration.gamedatabundle" (make sure there is no ".txt" on the end!) to a New Folder inside of the "override" folder that is located somewhere like: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override\" Then change the number after "Duration": as you described above.
  9. That is an altered description of the "Soul Mind" passive ability of the Psion subclass. Which was added in a patch, so the strings for it are located in "laxg_exported" directory instead of the normal place. I'm glad! I had come from a day spent writing, rewriting and editing a cover letter. So wasn't entirely sure if I had the ability to write anything that could be read coherently!
  10. Looking over the files, the Basic mod does add some new text entries to the game. (these are known as "strings"). These are stored in the files ending in ".stringtable". Which are found in "CommunityPatchBasic"->"localized"->"en"*->"text". There 3 files that the "Basics" mod makes additions to: abilities.stringtable (Contains "17" strings of text) gui.stringtable (Contains "4" strings of text) statuseffects.stringtable (Contains "10" strings text) *The folder for each language is a 2 letter folder. E.g. "en" = English, "de" = Deutsch. Actually getting a translation in game is pretty simple, and really the hard part is in translating the text. You can look at some of the translations already in the mod for examples. But you can setup the French localisation folder in the mod pretty simply by: Opening the "CommunityPatchBasic" folder. Navigating to "localized". Copy & Paste the "en" folder to create a duplicate of that folder. Rename the duplicate "en" folder to "fr". Which is the 2 letter folder code for French text. Navigate from fr->text->game open a .stringtable file in notepad (or your code editor of choice). Translate every instance of text between <DefaultText> and </DefaultText> Save your changes. Repeat for all instances. An example using Google translate on the "gui.stringtable" : <?xml version="1.0" encoding="utf-8"?> <StringTableFile xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Name>game\gui</Name> <Entries> <Entry> <ID>2836</ID> <DefaultText>&lt;b&gt;Bonus&lt;/b&gt; Gagnez des blessures grâce aux dégâts des armes de mêlée infligés. (Ne compte pas les capacités) &lt;b&gt;Pénalité&lt;/b&gt; Ne peut pas gagner de blessures grâce aux dégâts reçus. Le seuil requis pour gagner des blessures est augmenté.</DefaultText> <FemaleText /> </Entry> <Entry> <ID>1154</ID> <DefaultText>quelle que soit la santé de la cible</DefaultText> <FemaleText /> </Entry> <Entry> <ID>2128</ID> <DefaultText>{0} sur une attaque réussie</DefaultText> <FemaleText /> </Entry> <Entry> <ID>3810</ID> <DefaultText>sur une attaque réussie</DefaultText> <FemaleText /> </Entry> </Entries> </StringTableFile> Once you are done you could send it to MaxQuest to include in an update, or post it yourself to Nexus mods as a "Translation" .
  11. The items are present in the game's files so can be accessed pretty easily. A mod called "Backer items and Cosmic pets" adds these item like other promotional items: https://www.nexusmods.com/pillarsofeternity2/mods/499 Otherwise there is adding the items using the console. I read somewhere there are special console commands for adding these particular items to your inventory that won't require disabling achievements. But I can't seem to find them... So the only method I know of would require enabling cheats with the "IRoll20s" in order to input the following for each of the items: GiveItems LAX00_Torch_U_St_Droggas_Skull 1 GiveItems ITEM_PET_Bird_Seagull 1 GiveItems SHP_UP_Flag_Obsidian 1
  12. Really excited to see this getting a new update! Always looking for an excuse to dive into one of my all time favourite RPGs! Edit: I might be getting a head of myself, but I noticed that the game doesn't seem to generate a Output_log.txt file that I could find. Is there a specific file we should be sending when we encounter a bug?
  13. I believe it is, though PoE1 doesn't have modding support in the same way Deadfire does. So involves a different approach that is a lot more technical. Such as making changes to files inside one or more ".unity3d" files. Or even making alterations to the C# code in one of the ".dll" files. Personally I've had no luck with either approach to modding, as much as I've tried.
  14. From what I can tell, basically this conversation triggering on every rest is due to a scripting mistake. The conditions for the script are the real problem, but also there is a quirk with how the script starts the conversation on a specific node that is further contributing to it repeating when it shouldn't be. I've gone into more of the details for anyone interested under the spoiler tag, but the Tldr; is: The script is packed in a file making it inaccessible to modding. There are some very lax conditionals (a succession of true/false statements) that won't stopping it playing after each rest. When the script plays it starts the conversation on a specific node (a "node" is basically, the base of a branch on the conversation tree), which ignores a potential fallback that could have been used to cancel the conversation before it starts. I've attached a mod that should fix the issue for those who are experiencing it. To install the mod: Download the attached zip file and unzip it. Place the "Eder x Iselmyr Fix" folder into the "override" folder. The "override" folder can be found in 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\" I looked into this issue after your post. It sounded bad, but I had no idea how bad until I actually tested and tried to fix it! Not an easy one to fix and having to skip through 34 lines of fully voiced text after every rest is pretty terrible fate. So I can understand your taking such drastic action to make it stop! EderAlothRestLoop_Fix.zip
  15. Sorry I could definitely have been clearer with those instructions. The modded .gamedatabundle needs to go inside of a new folder in "override": Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override\New folder So there are 5 abilities in that file that have a "NumberOfCopies": parameter: Mirrored Image (Wizard) Mirrored Image (Priest of Wael) Mirrored Image (Trickster) Reflexive Mirror Wizards Double Each of these can be edited to set the number of copies. I can't tell which of them you are changing in the screenshot, but If it is the first one to comes up in a search it is likely to be the Priest of Wael variant of Mirrored Image. Really though, I wouldn't advise modding the game by making changes directly to the base .gamedatabundle files as these can be difficult to reverse if something breaks. Using the "override" folder to change bits of data is a lot less destructive!
  16. Hey! So instead of making changes directly to the .gamedatabundle files in "exported", Deadfire allows you to make non-destructive changes to the specific lines creating a modded .gamedatabundle that is placed into a folder in the "override". So to apply the changes in the above post: Copy & Paste the code from my previous post into a Notepad. Save it as something like "mirror_image_fix.gamedatabundle" (make sure there is no ".txt" at the end!) Create a new folder inside of the "override" folder: Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override if the "override" folder doesn't exist create it. Place the "mirror_image_fix.gamedatabundle" file into your new folder.
  17. Stealing this from another thread on the topic. { "GameDataObjects": [ { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images", "ID": "9271c114-1219-48b0-a3b0-fd669a781441", "Components": [ { "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 2 } ] }, { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images_Wael", "ID": "9c59f7e6-6593-4d2e-bc55-4e2afc7810b2", "Components": [ { "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 2 } ] }, { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images_Trickster", "ID": "fb36bb54-5dec-4481-9ed6-1a4c023d7227", "Components": [ { "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 2 } ] }, { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Reflexive_Mirror", "ID": "6b179cdf-4590-4695-8869-ab33b582c4de", "Components": [ { "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 2 } ] } ] } I set it to 2 here, but you can increase/decrease the number of copies by changing the number next to... "NumberOfCopies":
  18. Sorry to say what with my being pretty terrible at math/probability (and my knowledge of the game as a whole not being great) I'm really not the best person to ask... :S
  19. I'm currently looking at this quest for the purpose of bug fixing, and based on the variables assonated at some point this quest had an alternate route. b_HS_Received_Gift_From_Druids b_HS_Delivered_Gift_To_Okaya b_HS_Opened_Gift Unfortunately these variables seems to be the only references left in the game. So what kind of item this "gift" might have been is really only speculation. Maybe a show of peace like a potted plant? Though personally I'm just picturing a Sporeling in a box that jumps out and kills Okaya when you leave her office Oh wow, I had no idea it was possible to healing the Grove on Motare o Kozi. That's really cool! Will give this issue a look for the next Collected Fixes update. Should be pretty straight forwards to fix!
  20. Yup the outcome of Xoti's quest affects which enchantment is added to her lantern and her ending slide. It was fixed with Patch 1.1.0.0035
  21. So I've managed to get it to work by changing the new node's number from "19" to "11" in Visual Studio. Which was an unused node number (presumably removed by the quest's designer when refining the quest). Honestly though I really have no idea why that worked. However any new nodes past "18" still seem to have the same issue. At this point I not so sure that this is an Apotheosis specific issue as I first thought. Here's the working version should you want to take a look: Hunting_Season_Alt_Working.zip I dunno, I swear every time I try to figure out how the quest system works in Deadfire it really just leaves me baffled... Regardless I'm just going to put it to the side for 2024 to try to figure out. I've also got some feedback that I'll write up then as well. Can't believe this tool has only been around a year! I'm still in awe of how simple this tool has made modding Deadfire! Thanks for all the work your doing on it, hope you have a great New Year!
  22. I think the portraits are defined in one of the assetbundles. Possibly character_hd.unity3d or characters.unity3d ? As far as I know these files can be edited but I haven't ever had much luck with getting edits to assetbundles to work for whatever reason. Otherwise it's likely that whatever assigns portraits to characters is defined in the level files themselves. Which I don't think are possible to edit.
  23. Sure! Hunting Season Alt.zip Yup I am using a script hook to start the quest: if { IsInScene(Player, AR_1507_Bog) and not HasQuestStarted(15_QST_Hunting_Season) } then { StartQuest(15_QST_Hunting_Season) } The animal attack on Sayuka is the only way to start the quest strangely. Though entering Bentbranch Bog does set the "b_HS_Entered_Bog" to "1". Which actually... Now that I'm typing this out that might actually be the issue! Since this variable triggers an event on the original route through the quest... Pretty much my goal with making this alternate route is that it will fix a minor bug that can come from killing the druids before being tasked to. If I can't get it to work there are other solutions I can take like disabling the ability to travel to Bentbranch Bog without Hunting Season active. But at least in theory an alternative quest route seems to me the least intrusive from a player's perspective. And as a plus allows the quest to be completed without needing to go through the RDC faction quest. Oh yeah that would be great! Could you do this for addendums as well? I actually created an alternate description for the quest, but removed it just in case that was the source of the issue.
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