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Kvellen

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Everything posted by Kvellen

  1. Here is what I could find: Rymrgand: If you compare the start of the code for "WorldTime" to what you have copied from global.gamedatabundle , you'll notice that part of the code is missing. There are a 3 cases where 2 items share the same ID: "Recipe_food_cured_ysae" & "Recipe_food_cured_cuttlefish" = "9afb7427-e781-4376-9ca8-7d2907ed0d2a" "Recipe_food_salted_roe" & "Recipe_food_salted_poultry" = "c04d204a-78a7-4dca-a383-e9bef9bd3ee6" "Recipe_food_salted_snapper" & "Recipe_food_salted_silverfin" = "eeb412e9-443b-4ca1-ba85-3cfc1bb92e6b" Woedica: You are missing some of the mandatory code at the beginning and end of the file: { "GameDataObjects":[ ] } Item.stringtable: I am not sure if this is in your original file or something that happened when you uploaded it to the forum? But there are lot of unnecessary spaces in the code. Itemmods.stringtable: There was a "<" missing from the start, an "<Entry>" before "<Entries>", and some unnecessary spaces in bits of code. Stringtables are quite fiddly to edit as anything wrong just breaks stuff throughout the game, hence the spinning gear on load and continue. While the output_log.txt will mention the line it thinks is wrong ("Line 1, position 3" in this case), it only seems to do this with the first line it can find fault with. So you might find yourself opening and closing the game a lot hunting for the real problem. My only advice is just be very cautious while writing them. Hope this helps.
  2. Glad you've figured it out! If the file is getting too long you can create categories by grouping the code for similar effects into their own separate gamedatabundle files. You can also add comments by adding this line in the Components section of each effect: "Note": "", Write your text inside of the empty quotes. From what I can tell letters, numbers & punctuation are fine, just don't put extra quotation marks. Otherwise if something in the mod is not working as it should a good place to start is to check the "output_log.txt" file in the PillarsOfEternityII_Data folder. It's not the easiest thing to parse, but searching for any mention of a gamedatabundle's name will tell you if there was an error associated with it when you last loaded the game. Happy modding.
  3. Hey I started work on this, but quickly realised it was going to be a lot more daunting a task than I had anticipated. It's not a complicated mod to write for someone with a lot of knowledge of the game's different skills (Which is something I don't really have) to make, as all the coding that is really required is changing the same line ("HideFromCombatTooltip":) from "false" to "true" for every status effect that needs to be hidden. To that end, here's a template of the code needed to hide an effect from appearing in the tooltip: { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Template", "ID": "EFFECT_ID", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "HideFromCombatTooltip": "true", } ] } You'll need to find the ID & DebugName for each effect that you want hidden. This can be found by searching part of the name of the boon/effect (ctrl+f, or ⌘+f for a Mac) in statuseffects.gamedatabundle (dlc effects will likely be located in a .gamedatabundle file with a name like lax*_statuseffects), or in Spiritual Successor's status effects section if you want to avoid the step of setting the file to JSON formatting. This will take you to the DebugName & the ID will be right below it, or if you use Spiritual Successor it'll in the right hand tab once you have clicked the name. Hopefully that makes sense but just in case here is an example of how this would be used to create a mod that hides the Paladin's Zealous Charge: Hope this is in someway helpful.
  4. https://www.nexusmods.com/pillarsofeternity2/mods/366 This mod offers a choice of the 8 voice sets from the first game that can be used alongside those already in Pillars of Eternity II: Deadfire! The installation is quite simple*, the zips are set up to extract all the necessary files to the correct directories. And won't require overwriting any of the default audio files to work. While there are some lines unique to Deadfire - such as acknowledging loot picking up & equipping rare loot, and rare selections lines for every voice set - ideally these should all sound quite close to how they did in the original game. I had actually intended to release this alongside the custom voice guide I wrote several months ago. Something that would act as a simple proof of concept. However each voice seemed to have their own weird quirks that ended up adding up to more work than I had time for. To a small degree I still think of this as a bit of a work in progress, but overall it seems like it is in a stable enough state to be released. There is one thing I'd really like input on; In PoE 1 were there lines that played when a rogue or fighter used an ability? A lot of actions share lines, and despite playing a rogue for over 100+ hours, I can't remember if the character says anything when using a non-standard attack action. Otherwise the only issue I'm immediately aware of (and not able to fix) is during character creation, if there are 16 (By default there are 14 male voices and 13 female voices) or more items in the voice list it expands outside of the UI. Which really makes pressing the next button without selecting one of the Vox Machina voices a bit of a challenge. As can be seen in the above video this is only in character/adventurer creation, so existing characters aren't affected by this issue. Thank you for reading! * - Currently this mod is setup with Windows in mind. I am not at all familiar with MacOS or Linux so I have no idea if it will work for those versions of the game. If someone has an answer for that either way please let me know!
  5. This might be information you're already aware of, but here is what I can find: It looks like how much a crew member consumes is handled by the entries under each member's "ShipCrewMemberData" in ships.gamedatabundle (laxc_ships.gamedatabundle for dlc crew). I don't know where to find the piece of code that is tallying these amounts and then subtracting them when the crew is aboard. Possibly might be under a very obscure name in one of the gamedatabundles. There are some entries to do with ship morale under "GlobalShipSettings" in global.gamedatabundle , and if you look under "ItemRepairSettings" there is an entry concerning damage done to weapons (The GUIDs in the brackets point to "Weapon_Damage" entries in items.gamedatabundle).
  6. Right using these should allow for simple changing of the poses of Rekke, Ydwin and Konstanten. This avoids the issue of removing pose options from the player, simply by creating an extra copy that the player character and adventurers use. Though if the player character or adventurer is currently using the Average (The Default Pose), Energetic, or Erudite poses you'll have to reselect it though the ingame customisation menu for the correct idle animation to play. Konstanten: KonstantenWorkAround.gamedatabundle Ywdwin: YdwinWorkAround.gamedatabundle Rekke: RekkeWorkAround.gamedatabundle Rekke's has a lot more code as there are several characters who use the Average pose. All I've done is change the "PersonalityID" of these characters, which should work since none of them are (from what I can tell) stored on the savefile.
  7. If you haven't recruited them yet: If you have already recruited them: Konstanten (Energetic), Ydwin (Erudite), and Rekke (Average) are all a little fiddly to change if they are already in your party. By default they use player personalities instead of personalities dedicated to them. Currently trying to figure out a workaround that keeps the personalities intact for the player character to use. Hope this helps, let me know if you have any questions.
  8. I'd reckon there would be a way to disable/skip it for the benefit of game testers. If there is still a way to do so I haven't had much luck with figuring this out on my end. Tried the usual "-skipintro" at the end of launch options, but no joy. Only references I can find in the modding documentation is an audio event called "CorporateLogoSkip". Which is likely just to do with fading the title screen music into the main menu music after the skip button is pressed. As well as a Maptype called "CompanyIntro". Of which there is only the one entry in worldmap.gamedatabundle, but I don't really see anything in there that refers to disabling it. Looked through movies.unity3d and a few other .unity3d files in the assetbundles folder, but if it is there I can't see it. So yeah I don't know if that is in anyway helpful, but maybe you or some else can see something in there that I am missing?
  9. Jaws retold in concept album form.
  10. Hey, don't know if you are still interested (or on this forum anymore?), but I've figured out a simple way to create such a mod! The following has Photoshop in mind, but this should be doable in GIMP or Photopea as well. Create a new image with a height of 1280 pixels and a width of 2048 pixels. Resized your desired image to fit this. Without changing the width, increase the image height (Image/Image size...) to 1704px. Deadfire stretches out the loadscreen images (likely to scale the image to different sized monitors), so this is necessary to avoid your image looking odd in game. Next increase the canvas height (Image/Canvas Size...) to match the width of 2048px. Fill in the empty space at the top and bottom of your image with black. You should now have a squashed/streched image that is 2048px by 2048px. Save your image somewhere as a .png with the name "generic_load_bg". Make a folder for your mod in the override folder. Inside of the new folder create 2 more folders: One called "gui" and the other "loadscreens". Put your image inside the loadscreens folder, and then place the loadscreens folder inside the gui folder. The default loadscreen should now be replaced by your image. If you want to replace a DLC's loadscreen, name the .png one of the following: Seeker, Slayer, Survivor: “lax01_sss_load_bg" Beast of Winter: “lax02_bow_load_bg” The Forgotten Sanctum: “lax03_fs_load_bg”
  11. Sorry took me so long to reply. Sadly Wwise is as much a mystery to me. Anything more advanced than converting a few audio files in Wwise is outside my knowledge. and it's a similar answer with replace/adding music I'm afraid. My only guess (and I have no evidence to support this) is that all music tracks might be stored in a .bnk somewhere and are then called by the audio.gamedatabundle for certain events? Sorry that I couldn't be of any help.
  12. Once you reach the city of Gran Soren you can swap both yours & your pawn's vocation at the tavern. Alternatively I believe you can change it by going to the DLC area, which you can get to by finding the lady on the docks in Cassardis during midnight. Once there you should be able to change your vocation and then ask her to take you back to the mainland. "TIS WEAK TO FIRE!"
  13. I ran into this problem when I was playing as well, but I was able to sneak round it by moving my party members one by one using a specific route. Assuming that he doesn't attack or walk up to investigate as soon as the scouting circle goes red this should work: Also could be there is some thieves putty in your stash that'd give some of your slower party a few more seconds before they are detected?
  14. Here's a very rough guide on how to add a new voice to Pillars of Eternity 2, without replacing an existing one. From the code side of things it's not too complicated, you'll just need 2 blocks of code. The main complication lies in creating the audio files and naming them correctly so that the game will know what to do with them. Go to the PillarsOfEternityII_Data directory, you can find this by default: 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\ Inside the override folder (if this doesn't exist, create it) create a new folder, give it the name of your mod (E.g. Something like “Custom Voice”, “Zealous Voice”, something along those lines but it's really up to you). Inside this folder right-click and create a new notepad file. Give it the name of your mod and put .gamedatabundle (no .txt) at the end. Open it with Notepad (or your choice of code editor) and paste the following template: { "GameDataObjects": [{ "$type": "Game.GameData.SpeakerGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_1", "ID": "GUID_1", "Components": [{ "$type": "Game.GameData.SpeakerComponent, Assembly-CSharp", "Gender": "GENDER", "ChatterFile": "936c726d-d219-4771-80bb-83dd61c16cce", "ExternalChatterVOID": "00000000-0000-0000-0000-000000000000", "ChatterPrefix": "FILE_PREFIX", "WwiseChatterEventOverride": "", "WwiseChatterVoiceOverride": "" } ] }, { "$type": "Game.GameData.PlayerVoiceGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_2", "ID": "GUID_2", "Components": [{ "$type": "Game.GameData.PlayerVoiceComponent, Assembly-CSharp", "DisplayName": 465, "SpeakerReferenceID": "GUID_1", "Conditionals": { "Operator": 0, "Components": [] } } ] } ] } Change the following: DEBUG_NAME_1: change to something distinctive to your mod. This way if something isn't working, you can easily search for errors in the output.log. e.g. “DebugName”: “SPK_Player_Custom_F” GUID_1: Generate a GUID and paste it over GUID_1 (inside the quotes). e.g. "ID" : GENDER: Put Male or Female inside the quotes depending on which gender you want the voice to be available for. e.g. “Gender”: “Female” FILE_PREFIX: Change to something short, something easy to retype and remember. You will use this later as the name of the folder for your audio and as a prefix on all your audiofiles. Don't use spaces in the name. Use_underscores_ instead_to_separate_words. e.g. “ChatterPrefix”: “player_custom_f” DEBUG_NAME_2: same idea as DEBUG_NAME_1 but make sure they aren’t exactly the same. e.g. “DebugName”: “Voice_Custom_Female” GUID_2: Generate another different GUID and paste it over GUID_2 (inside the quotes). e.g. For “SpeakerReferenceID” paste the first GUID you generated over GUID_1 again. e.g. "SpeakerReferenceID": Finally: Make sure everything you've replaced still has quotes around it. Make sure there are no spaces inside of the “quotes”. Save your file. Your finished code should look something like this: Setting up your Audio files: Now go to: PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\ and create a new folder there naming it the same as what you have put in place of FILE_PREFIX. This is where all your audio files will go once they are converted to .wem and have the correct names. The naming of audio files goes like this: ch_FILE_PREFIX_USE_NODE.wem E.g. ch_player_custom_f_confirm_0025.wem , ch_player_custom_f_battlecry_0028.wem There are 121 audio files that'll make up this voice. I've attached a .txt file that contains all the file names. For your convenience use Find & Replace (crtl+h) to change all the lines with FILE_PREFIX to that of your ChatterPrefix. I would strongly suggest that you create a work files type folder for your project outside of the game's directory. And that you build your voice in stages, so as to avoid burning yourself out. The voice should still work if there are less than 121 files, but there will be silence for actions where there is no corresponding audio file or if there is additional line. E.g. if there is only one audio clip for when you clicking on the character there will be gaps in-between the character repeating that line. You can test the voice at any time by going into character creation, creating an adventurer at an Inn, or by opening the customization menu on an existing character. When loading it is worth clicking on your character a few times till they say something before going into the customization menu as voices don't always immediately load. Finishing touches: Create a mod manifest as described by BMac. The versions that support this mod should be: "Min" : "1.2.0.0017", "Max" : "5.0.0.0040" Currently your voice slot has the name “Test” when you look at it in game. Adding a piece of custom text to serve as your voice's name is a little finicky as it requires adding an entry to the gui.stringtable file. You can find some information on to do this in a few places. Once you have done this open up the .gamedatabundle file you made and replace 465 with the numbers that point to your text entry. Custom Voice Lines.txt
  15. No way, the full album release is only 4 weeks away too. That really came out of nowhere!
  16. Are you still at the beginning of the game? Does this still happen when you make saves on the island? based on the image you linked to, and my own experience of this bug, it only occured with saves made in the Captain's Cabin at the very beginning of the game. After that it didn't seem to occur.
  17. Right, so I figure it might be worth explaining more clearly what it is I am trying to do. Basically I'd like to make a custom voice set without overwriting any of the existing voice sets and possibly create a template others can use to create their own. So far I have this much working with some audio files taken from the mod POE1 Voice Packs by Diaaru: This all works fine from what I have seen (ignoring the obvious lack of the voice lines for actions like Looting that are unique to Pillars 2) and is surprisingly simple to set up if anyone is interested. Though I suspect that I am only scratching the surface of what can be done to make a voice mod. To that end I'm currently trying to figure out which of the audio files are actually used in the voice sets (& which aren't), and how possible it is to add more voice lines to specific actions should that be something I'd want to do (This I suspect can be done by adding entries to the chatter.chatterbundle, more on that later). Since last week I have managed to find some answers to most of the questions in my previous post relating to file names. Except for what it is the files with "_v2," "_v3" actually do and if they are actually used. The previously mentioned chatter.chatterbundle file is also still somewhat of a confusing thing to understand. Like I get that each Speaker object uses a GUID to point to a block of code that starts by picking out which audio files to use in the folder based on the suffixes defined by things in quotation marks like "ability_cast_interrupted_0022" and "battlecry_0029". But most of the code that follows I can't really make any sense of beyond it seeming like a carnival shell game where each file gets given a number, then that number is then grouped with another number corresponding to a similar use (Eg. "22" and "23" are both ability cast interrupts) under a different number("1000002"). I have tried a few stab in the dark attempts at adding entries for brand new files, but this hasn't yielded any success. I don't know really how to go about figuring out any of this works. Anyway thanks for reading all that, any help would be appreciated.
  18. Agreed, they aren't a great choice, but their best work to date has been in adapting other peoples material. And The Lord of the Rings is a book with a very definitive ending and a pretty straightforward plot to follow. That said it's very unlikely that's what Amazon would want to hire them for though, and this could all end in a fumbling attempt at recreating the magic of Game of Thrones.
  19. Hmm Berth's Blessings are tied to ingame achievements, so are there any still unlocked in the achievements section of the options menu? Assuming there aren't any unlocked: if you can still access your old PC copy the global.achievements file located in: "Users\[username]\Saved Games\Pillars of Eternity II\Achievements\" over to the same place on your new PC. If you can't access your old PC, your best bet might be grabbing a global.achievements from this thread maybe? If there are achievements, I'm really not sure. Maybe try playing through the prologue up to where you get stranded on the island then check again? Hope that helps.
  20. I don't own the game on steam, but most games store the downloads for mods inside a workshop subfolder folder based on the the games store listing numbers: Steam\steamapps\workshop\content\560130 should be Pillars 2. The mods are usually divided into folders with a string of numbers that correspond to their workshop ID listing (Enhanced User Interface would be in a folder named 1510650230 for example). Hope this helps.
  21. Dark Souls + Heavy Metal, I only wish there were a full album of this.
  22. Hi, I am currently working on a custom voice set mod, and wondering if anyone could give me some clarification on some things: Why does each voice set have different numbering conventions? (****y: "_ability_cast_0092", Feisty: "_ability_cast_0088", Kind: "_ability_cast_0102")? What do the _v1, _v2, _v3, (attack_40001_v2 for example) files do? Based on their corresponding text strings in chp_common.stringtable I'm assuming they are alternate takes or maybe different parts of the same sequence broken up? What action does _investigate_4001* correspond to? It isn't very clear from entry in chp_common.stringtable what the character is doing only that they'll say: "_investigate_40010" = "Hm?" and "_investigate_40011" = "Huh?". Am I correct that the chatter.chatterbundle file is how the game handles both what files to look for in the folder and how they are used ingame? eg. how long a certain clip should be, when it will be played, how frequently it will be played, that sort of thing. What purpose do the generic_spell_cast*_7000* files serve? Any help would be very much appreciated. Thanks.
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