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Kvellen

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Everything posted by Kvellen

  1. 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?
  2. 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.
  3. Also found the original picture by Caroline Jamhour should anyone be looking for it.
  4. 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!
  5. 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.
  6. Also some portraits from Tyranny that'd work for Ocean Folk:
  7. 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!
  8. 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.
  9. 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!
  10. Torment: Tides of Numenera companion portraits.
  11. 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.
  12. @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.
  13. 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.
  14. 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)".
  15. 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?
  16. Gave it a shot And some edited Shadowrun Returns portraits:
  17. I think I have figured it out, both files appear to be missing the closing square bracket "]" and curly brace "}" at the end.
  18. 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.
  19. 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.
  20. I don't know the way to achieve it using .ddl modding, but there does exist a .gamedatabundle mod that unlocks pets slot if that's all your looking to do.
  21. 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", } ] } ] }

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