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Everything posted by Kvellen
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Personality Options
Kvellen replied to Svartypops's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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. -
Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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. -
tutorial Adding a Custom Voice
Kvellen replied to Kvellen's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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! -
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.
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Also found the original picture by Caroline Jamhour should anyone be looking for it. -
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!
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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. -
Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Also some portraits from Tyranny that'd work for Ocean Folk: -
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!
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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. -
Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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! -
Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Torment: Tides of Numenera companion portraits. -
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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You might have caught this already but just in case: The output_log.txt mentions this error with cl.druid.tornado.gamedatabundle: "GameDataBundleLoadException: Failed to load game data bundle '': The first property on a component must be '$type' (object: 'Lord_Darryns_Voulge_Tornado_AoE') (ln 59 col 34)".
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Looking around the usual suspects (global.gamedatabundle, laxh/laxi folder) I couldn't find any mention of that type of thing it. It might just be that since turn-based was one of the last things to be implemented in the game, it hasn't been exported for editing? I haven't got any experience of turn based, but are there any things already in place which grant extra actions? If so maybe it might be possible to reverse engineer to work?
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Gave it a shot And some edited Shadowrun Returns portraits: -
Currently testing changing some lines in a conversationbundle that belong to the narrator so that (Story Spoiler) it will use audio files from a custom voice folder instead of the narrator. Thus far I have managed to make it so that the first line of speech is silent by changing the "SpeakerGuid": to just be a bunch of zeros, which makes me think this will be possible by replace it with the speaker GUID from the custom voice. The problem I'm going to have to tackle is figuring out how to make this easily toggleable for the player. The ideal situation would be that selecting the voice on the Watcher would tell the game to use those files instead. Which might actually be possible, but I am not getting my hopes up. I'll probably end up just splitting it into a seperate mod so that it can be toggled in options menu, or instructing people installing the mod to just rename the Conversations folder if they are not using the voice on their main character.
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The description for the mod says "Does not prevent achievements". Though I don't have gog achievements enabled, from a very quick test making 5 potions the in game achievements that give points towards Berath's Blessing can be unlocked this mod enabled. As far as I'm aware the only thing that will actually disables unlocking achievements is the "iroll20s" console command.
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- Assembly-CSharp.dll
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