Everything posted by Kvellen
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Nevermind! Adding new Global Variables does not cause periodical stutter!
That's unfortunate, I noticed there is a closing square bracket missing in the file that flags up an error in the output_log, it's unlikely but could that be in someway what is causing the stuttering?
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Any mod to tune down the number of Mirrored images?
Kvellen replied to helmino's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
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[Help needed] (WiP) Beast of Winter Extended mod
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.
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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:
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[Help needed] (WiP) Beast of Winter Extended mod
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.
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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!
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Torment: Tides of Numenera companion portraits.
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Community Patch Addon
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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Community Patch Addon
@AndreaColombo I believe 17_cv_principi_boss_portmaje_shallows.stringtable contains everything to do with that conversation, and 09_si_principi_boss_encounter.stringtable everything to do with the scripted interaction that proceeds it.
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Community Patch Addon
The King's dialogue is stored in lax02_01_cv_huana_wandering_soul.stringtable which in the in lax2_exported. Steel Garrote class description should be in the cyclopedia.stringtable and abilities.stringtable files inside of the laxg_exported.
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Balance Polishing Mod Release 1.0
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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Is it possible to change the number of available standard actions in tactical mode?
Kvellen replied to Allbrother's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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:
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[Help] My mod stopped working and I don't know why
Kvellen replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Ah right'o, well glad you got it all figured out!
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[Help] My mod stopped working and I don't know why
Kvellen replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)I think I have figured it out, both files appear to be missing the closing square bracket "]" and curly brace "}" at the end.
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What Are You Working On? And What Do You Wish You Could Make?
Kvellen replied to Grape_You_In_The_Mouth's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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 Metal Thread
- [Tutorial] modifying Assembly-CSharp.dll
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.- Music: Listening and Sharing
- The Metal Thread
- [Tutorial] modifying Assembly-CSharp.dll
- Dialogue Modding: Can you create new global variables?
Kvellen replied to Negotiator's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)If you don't mind the conversation audio being disabled for her character, you can change Ydwin's voice by altering the "ChatterFile" and "ChatterPrefix" lines from the entry in speakers.gamedatabundle to those from the Noble Female. { "GameDataObjects": [ { "$type": "Game.GameData.SpeakerGameData, Assembly-CSharp", "DebugName": "SPK_Companion_Ydwin", "ID": "6bca91c7-7933-49e5-b27a-29d52d3304c2", "Components": [{ "$type": "Game.GameData.SpeakerComponent, Assembly-CSharp", "ChatterFile": "1af15f4a-4a1e-435a-a597-9104adb8246e", "ChatterPrefix": "player_noble_f", } ] } ] } - [Tutorial] modifying Assembly-CSharp.dll
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