Jump to content

Kvellen

Members
  • Posts

    264
  • Joined

  • Last visited

Everything posted by Kvellen

  1. Restored VM Arena Fight.zip I've put together that restores this encounter into a mostly functional state. The fight is a level 18 encounter, but can be launched from the Pool of Memories at anytime during Seeker, Slayer, Survivor; provided that the free Critical Role Pack DLC is installed. A short conversation will play using audio from the Critical Role Pack voice sets. Though there will be no portraits for the character during the conversation. On first completion there is a reward of some currency and a couple of Exceptional quality weapons and armour. It should be compatible with the Standalone Seeker, Slayer, Survivor mod should you wish to jump right into it, or my own Early Seeker mod if you'd prefer. Apart from fixing some minor issues, the only major alteration I've made to the encounter is creating NPC variants of each character's corresponding Player Voice. This was done to remove most of the battle barks such as Low Health, Poisoned, Critical Hits/Misses and like. Otherwise the battle is just a heap of auditory clutter with Vox Machina and PC party shouting barks. I would recommend installing the Percy and Gilmore Voice Fixes, as the audio file issues present in those voice sets will crop up during the fight. Namely Gilmore asking "How can I help you?" while casting some spells and Percy's overlapping barks during his death and damaged cries. As for how the encounter plays? I haven't done a lot of testing on it, but I found it a pretty difficult encounter to beat. Though I am pretty rusty at the game, so I'd be interested what more experienced Deadfire players make of it. I don't have any intentions to make any further alterations to the encounter in the future. But should anyone want to do something with what I've done here they are more than welcome to!
  2. Just noticed I seem to be missing "male_human_e" watercolor from my Deadfire portrait folder. Anyone happen to have them to hand? Watercolors of everyone's favourite blond fighter companion from PoE1. Calisca! I've really enjoyed making them! It's a good excuse to noodle around with some filters and settings in Photopea that I never used before. Though I'm a bit frustrated to realise that pale elves, by default, can't have black hair... Which is a pain, since I was pretty happy with how that looked after floundering to change that portrait's hair color to white. As for the Aloth PoE1 portrait, your right he does look a little sunburnt in hindsight! I tried to match his face to his ears and hand in the vanilla PoE1 portrait. Which are likely that way due to the light passing through his skin. Anyway it's a simple enough to change that sunburn into a subtle tan! I didn't make any changes to the watercolors version from my previous post, but figured I'd including them in this post as well to save people having to scroll. Ooh that is a cool one! Through together an edit of the original portrait's watercolor to match.
  3. Ooph that's a weird one. What it looks like it some of the ".assets" files might have become corrupted. The files "sharedassets0.assets", "sharedassets0.assets.resS", "sharedassets1.assets" and "sharedassets1.assets.resS" are the files that contain the assets for main menu start up. If those are present in the "PillarsOfEternityII_Data" directory, try deleting them, then verifying the integrity of the game files through GoG-Galaxy/Steam Edit: Did you install any mods that require the Unity Mod Manager to work?
  4. Hmm, you could try swapping the models and materials referenced in that in characters.unity3d around see if that changes anything? Maybe that could work? I dunno though, despite multiple attempts I've never managed to crack editing the contents of assetbundles. Most recently I was trying to swap around some conversation portraits for npcs that use the same portrait. No matter what edits I make to the file paths, nothing changes. I try to understand, but nothing ever changes...
  5. Sure thing! Original is Faramir by Magali Villeneuve Gave it a shot. Source seems to be by Roke2810 from one of the old portrait threads on this forum, can't find any watercolors in the thread: and the coastal version from that post too:
  6. Fantastic, just gave it a quick test on my end and everything in the Hasongo conversation sounds like it should sans the Narrator!
  7. Ya know, I always did wonder what was going on with that post cutting off suddenly! Thankfully there's a snapshot of the page on the Wayback Machine: https://web.archive.org/web/20170225163414/http://forums.obsidian.net/topic/8168-tips-for-modmaking/ Perhaps one of the Obsidian forum team could restore it maybe?
  8. Have you had any luck with this? I noticed there are .bnk files that correspond to the problem conversations mentioned in the mod description: "si_luminous_adra_vein.bnk", "si_finale.bnk", and "LAX03_00_si_beyond_transition.bnk". Could be that the files that need to be replaced are be in these possibly? Alternatively have you tried removing the "LoadAudioBankPlayAudioEvent" scripts in the conversations that are referencing the audio files? Removing both instances of such a script in "11_si_luminous_adra_vein.conversationbundle" that referenced "vo_narr_11_si" from both "-200" nodes (truly a bizarre place for a script... ) seemed to stop the narration for the "As your hand touches the dim adra..." playing when I tried it.
  9. Tried my hand at making some variants of vanilla portraits. Edited the watercolors to match the unused "female_godlike_earth_c" variants by Polina Hristova 1. I bumped up the colors a bit and changed the background to be more like the purple seen in his Deadfire portrait. Very subtle changes but brings it closer to how Deadfire portraits looks imo. 2. Think I have hit my limit as far working around this portrait.
  10. 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!
  11. 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.
  12. 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.
  13. Sure! Might be worth pointing them towards this thread as well that explains the process of modifying the "Assembly-CSharp.dll" of the game.
  14. 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.
  15. 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.
  16. 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
  17. 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.
  18. 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!
  19. 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" .
  20. 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
  21. 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?
  22. 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.
  23. 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
×
×
  • Create New...