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Kvellen

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Everything posted by Kvellen

  1. This sounds like an unresolved bug that is described in an old thread. Probably worth sending a bug report message with a savegame attached over to Obsidian support. There's a link to contact support in the first post of this thread:
  2. Weird... I'm honestly not sure which the game uses. Could be both are used but in different contexts? Like the sprite tokens used to mark background specific dialogue. Either way from what I can tell, creating a similar file path inside the override folder doesn't work for adding individual icons like it does for load screens and scripted/super interaction images. As for additions to the "GameSystemIcons" atlas, assuming I am understanding the code right "ItemIcons" & "SpellAbilityIcons" are the only atlases that Obsidian have set up to accept additions.
  3. I can't for the life of me find where it is located but I'm pretty sure Background and Culture icons are stored in a sprite atlas somewhere. I know I have stumbled upon it at various points whilst searching through assetbundles for something else. Frustratingly I never made a note of where! The only other evidence I have for its existence is there being a version of it uploaded to the PoE2 wiki: https://pillarsofeternity.fandom.com/wiki/Category:Pillars_of_Eternity_II:_Deadfire_images_-_Interface?file=Poe2_GameSystemIcons.png If that is indeed the case I think that would make additions to it not possible with the override folder sadly
  4. Now that you mention it, I'm seeing the same thing on my end (Pillars of Eternity - Definitive Edition, Steam version). "Preorder Item and Pet" appears in the list of DLC and is shown as being enabled, but doesn't get added to a new character's inventory. There's a link to contact support in the first post of this thread: There'll be a box on the right where you can contact custom support directly. Though if you are using Firefox you might need to disable "Enhanced Tracking Protection" to see it.
  5. Fantastic, just making sure I hadn't missed something that had broken. So what's happening, without getting technical, is the conversation is designed to loop after starting the quest. But should hide this using text from the last line of dialogue in place of what's at the start of the loop. Though it only does this if the text at the start of the loop has already appeared in the conversation. In this instance where you have High Reputation with Defiance Bay the conversation starts differently and then feeds back into the conversation with the loop. So the original text at the start of the loop only appears for the first time when it's looped back to. In cases such as this there's a built in function to tell the .conversation files to just override the text on the loop regardless. This is done by instructing it to "ShowNever" when linking back to the start of a loop. My guess is that this was missed due to the alternate start to the conversation being a later addition to the rest of the conversation. Odd as it is the conversation as far as starting the quest works, but I agree this is very scuffed and it's as simple as adding a few "ShowNever"s where they're needed to. So I've made such a fix: Navigate to your Pillars of Eternity directory this will be somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity" GoG: "C:\Program Files (x86)\GOG Galaxy\Games\Pillars of Eternity" Then go to: "\PillarsOfEternity_Data\data\conversations\03_defiance_bay_ondra_gift" Make a back up of the file called "03_cv_marceno.conversation", then replace the original with the .conversation file that's in the attached zip. Alternatively if you'd prefer you can make the fixes yourself: Open the file in Notepad. Go to line "1352", you can get there quickly by pressing Ctrl+G. On this line it'll say "<QuestionNodeTextDisplay>ShowOnce</QuestionNodeTextDisplay>", change the >ShowOnce< to >ShowNever<. Do the same on line "3481". This is where you ask the Moreno "You're a sailor?", which can also trigger the awkward line. Save the changes to the file. Now when starting the quest the awkward line at the end of the conversation won't appear. This is also fixed in the file I've attached. To do the fix yourself go to line "398" and replace the <Components /> with: <Components> <ExpressionComponent xsi:type="ConditionalCall"> <Data> <FullName>Boolean HasConversationNodeBeenPlayed(String, Int32)</FullName> <Parameters> <string>assets/data/conversations/03_defiance_bay_ondra_gift/03_cv_marceno.conversation</string> <string>102</string> </Parameters> </Data> <Not>true</Not> <Operator>And</Operator> </ExpressionComponent> </Components> This will hide the response from the conversation if it started with the High Defiance Bay Reputation introduction. Hope that helps. poe_marceno_loop_fix.zip
  6. The conversation looked something like this right?: This young, lanky sailor is wringing his cap anxiously, sweat beading on his furrowed brow. His eyes widen as you approach, and he takes a few steps forward. Marceno: [Defiance Bay Positive 2] "S-say, you're the one they're talking about, right? The one helping people? I... I could use some help, as it happens. Please." Player: "What's the problem?" Marceno: "Oh, thank you. Thank you." He casts his gaze skywards, briefly. "It's the captain. Or rather, not the captain himself, but his chest. Er, his sea chest." "He keeps all his valuables in there, tucked away safe. I was unloading it with the rest of the things, what with us staying in port a couple days... and..." He coughs. "I may have gotten a little distracted." Marceno nods towards the buildings nearby. "I wasn't gone long. Just an hour at the Salty Mast." Marceno: "When I got back, the chest was gone." He sets a pleading look on you. "It really hasn't been that long - whoever took it can't be too far. But the shift's changed, and I'm on watch. I can't sneak off to look for it, and the Captain will kill me if he hears of it. I'll get strung up on the yardarm." "I-if you've a moment? You're... not from around here, right? You don't look like you're from the docks." He looks around nervously. "I could use your help." And among your possible responses were "Any ideas where the thieves might have taken the chest?" or [Leave] "Farewell."?
  7. You might be missing one or more of the DLCs that were accidently included in a previous update. There is a workaround but your best bet would be to contact support for assistance with the issue. There's instructions on the specifics in the following post:
  8. Yup, this loop is actually intentional. A lot of conversation are actually doing this behind the scenes but have their looping points hidden. Just a case of a missing "ShowNever" on a node link. Looks really odd, but nothing to worry about.
  9. Obsidian have said they are aware of the issue and plan to address it in a future patch. Till then a workaround can be found in this thread by xSki:
  10. Restoration and basic reformat of what was in the original post based on the Wayback capture. Replaced all the �s (Unicode unrecognised character) as best as I could based on context. Though I wasn't sure whether some or all of the Phases were supposed to be a bulletpointed or numbered lists so just went all bulletpoints. Otherwise, removed the "Ezboard" link as that service appears to be defunct.
  11. I think I might have found what causes this bug to occur. In short it occurs after loading a save made after a soul was resubmerged. Steps to replicate: Activate a switch to reveal an uncollected soul. Reactivate the switch to hide the soul underwater again. Make a new save, then load it. Activate the switch again, the soul will be absent from the pool. You can usually fix this by just reactivating the switch a couple more times. If you don't know which soul it is that you're missing, you can save some repetitive drainage by opening the console (this won't disabled achievements), pasting the following, and then pressing Enter to confirm: PrintGlobal LAX2_b_wandering_soul_interaction_01 & PrintGlobal LAX2_b_wandering_soul_interaction_02 & PrintGlobal LAX2_b_wandering_soul_interaction_03 & PrintGlobal LAX2_b_wandering_soul_interaction_04 This will print the status of each variable to combat log. The missing soul/s will have a result of "0" (false) after the variable name. Based on the number suffix in a variable's name and this map you can find the soul and the corresponding panel to lower and raise the water for it to appear: You'll know that a soul has correctly spawned at a location by an extra purple shimmer being on the water.
  12. Another option, if you don't care about achievements, is to just use cheats: "IRoll20s" then "GiveMoney x" replacing "x" with the cost of retraining the character.
  13. The newest patch to PoE1 seems to have made some change to its save system. Deadfire can't find the *gamecomplete.savegame as a result, but thankfully there is a workaround found by xSki that fixes this.
  14. The GoG version also supports rolling the game back to a previous version in the Galaxy client as well: Right click the game in your library and Select Manage installation -> Configure. On the "Installation" tab uncheck "Automatically update to the newest version" Select the "3.07.0.1318" from the list and click ok. The game will reinstall the older version.
  15. There are a few bits and pieces here and there if you're really looking, for example in the Pillars of Eternity Guidebook's section on Hylea: "Artists and poets often keep birds in their homes, hoping that the goddess will whisper to them in their sleep. Among the wild orlans, though, creative inspiration is seen not as a gift but as something to be stolen from the goddess. Their poets and singers organize hunts in the deep forest, seeking the rarest and most colorful birds, which are then slain and eaten. To eat of the goddess’s flesh is the only way to capture her divine creative spark, in their view. Accordingly, the Sky-Mother has no clergy among the wild orlans, and childbirth is said to be particularly painful and difficult for their kind."
  16. So this issue seems to be related to Unity Mod Manager recently updating to Harmony 2.3, which isn't compatible with Deadfire. To fix this Open UnityModManager and uninstall it from Deadfire then close UMM. Open Deadfire and the main menu should now load as normal. To continue using UMM mods with Deadfire. Open the "UnityModManagerConfig.xml" file in the UMM with notepad. Search for "Deadfire" then add <HarmonyVersion>2.2</HarmonyVersion> at the end of the section like so: <GameInfo Name="Pillars of Eternity II: Deadfire"> <Folder>Pillars of Eternity II Deadfire</Folder> <ModsDirectory>Mods</ModsDirectory> <ModInfo>Info.json</ModInfo> <GameExe>PillarsOfEternityII.exe</GameExe> <EntryPoint>[UnityEngine.UI.dll]UnityEngine.Canvas.cctor:Before</EntryPoint> <StartingPoint>[Assembly-CSharp.dll]Game.GameState.Awake:After</StartingPoint> <UIStartingPoint>[Assembly-CSharp.dll]Game.UI.UIMainMenuManager.OnyxStart:After</UIStartingPoint> <MinimalManagerVersion>0.22.3</MinimalManagerVersion> <HarmonyVersion>2.2</HarmonyVersion> </GameInfo> Save the changes. Install UMM to Deadfire as you did previously.
  17. Edit: The post above fixes the issue. Yup this is an issue introduced with the newest patch for PoE1. If you have the game on GoG or Steam reverting the game back to the previous version and then creating a GameComplete save should work. There is a reddit post that explains how to do this on Steam. For GoG Galaxy: Right click the game in your library and Select Manage installation -> Configure. On the "Installation" tab uncheck "Automatically update to the newest version" Select the "3.07.0.1318" from the list and click ok. Load the save before picking your ending and go through the ending slides. Hopefully your PoE1 save should show up when prompted to select it in Deadfire.
  18. As far as I can tell this isn't a bug on PC, however it can be seemingly replicated using the "Kill" cheat command on the Messenger so thelee's theory that the Dracolich dying too quickly seems the most likely explanation for the bug. When that happens one or more of the Luminous Revenants that should emerge when the Dracolich reaches a certain hp threshold will fail to trigger. Which is seemingly what the game is waiting for before moving onto the next state. Assuming it is the last final Luminous Revenant that is set to spawn at 25% HP you can trigger in the town square using the following console command (IRoll20s required) then kill it: EmergeStart 3a922618-1aa9-4c60-b8ae-a0f9b92e9eb6 However it's probably simpler to just trigger the next steps of the quest and cutscene that plays after with the following command (IRoll20s required) while in the town square: SetGlobalValue LAX2_n_Dracolich_Attack_Stage 2 & StartCutscene Cutscene_Dracolich_PostAttack
  19. 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!
  20. 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.
  21. 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?
  22. 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...
  23. 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:
  24. Fantastic, just gave it a quick test on my end and everything in the Hasongo conversation sounds like it should sans the Narrator!
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