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Kvellen

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Everything posted by Kvellen

  1. Oh wow yeah, that totally works! Haha! What it seems to be is that the Agony of the Elements is missing the "Boss" keyword that would prevent it from being destroyed by the ability. Whether this is intentional for something in the fight or an oversight I can't say. The following mod adds the "Boss" keyword the creature: { "GameDataObjects": [ { "$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp", "DebugName": "LAX01_CHA_CRE_Tyrant_of_Decay", "ID": "69fc15cd-df6b-4117-8322-36deabd47ca1", "Components": [ { "$type": "Game.GameData.CharacterStatsComponent, Assembly-CSharp", "KeywordsIDs": [ "4f2398af-ca47-496a-adfd-fa6f9a3a3d56" ] } ] } ] } Though I have to say it is pretty stratifying to just banish it right as combat starts.
  2. Okay, what I'll do is polish up what I did for Durance and release it on Nexus as a demonstration of a custom Sidekick. and since Custom voice sets are something I am messing with at the moment, I'll include a ported version of Durance's voice set with it as well.
  3. Just had a very weird time where Apotheosis was continually loading an old version of a conversation. Turns out it was loading the older conversation from the backup folder I had created in the conversation directory.
  4. Hey @Gwynrick, I'm sorry to say I don't have any plans for further expanding on this I'm afraid. My aim with recreating Durance was at first as a way to explore how Deadfire's conversation system worked by referencing and recreating a PoE1 conversation. And then just used it as a way to show off some of what is possible in making a sidekick with the Apotheosis tool. There is pretty much only what is in that video, which is Durance's introductory conversation hub from PoE1, his banter with Pallegina and Aloth, and part of his voice set. Best I can probably do is release what is there?
  5. I got into Deadfire modding by making Voice sets, so things like the chatter system at least make some kind of sense to me at this point. But yeah it is so weird to have it be inconsistent where some audio files can be replaced no problem, but then others when replaced just seem to become unrecognisable to the game.
  6. "Hurray, I figured out how to replace the music in Deadfire" is what I thought around this time last year when I managed to replace a piece of music and thought I had the solution to sound/music modding in Deadfire. However, upon further attempts to replace other tracks I soon came to a crushing realisation that; no, a version of Wwise from 2017 is not the answer. It is just that the file (3123410.wem) that plays on the main menu is maybe the only file that can be replaced (And using pretty much any versions of Wwise to convert it). Why am I posting this now? Pretty much enough time has past that the sting has gone out of it, but all the same I don't think I wish to continue looking into music modding anymore. I still like the music (Yes even Encampment by night) that I am not in any hurry to replace it. It's possible there are other files can be replaced or that the main menu hold the key to all of this. But I'd rather leave it to someone else to figure that out. Should anyone be interested in diving into this topic, one avenue I've only looked into a little (skimmed some forums threads and youtube tutorials) is researching solutions modders for other games that use Wwise have come up with. The newer Resident Evil games use Wwise, and the modding community for those games have managed to replace sounds and music. There are mods (Familiar Music Replacement) on nexus for Witcher 3 that replace music. Perhaps there is somewhere in these modding communities lies something that can be applied to replacing music in Deadfire? But most likely the only way to get real answers is to learn how to actually use Wwise itself.
  7. @Isewein if you scroll down a bit in that thread someone posted these: Gave it a shot.
  8. That is all around really strange behaviour giving just the player the max stack, but I guess that explains it!
  9. Huh that is really weird, for some reason it's giving a special "Champions Stats (x2)" version... The existing string entry for it mentions it stacks with the player specific one, so I wonder if maybe there might be some kind of leftover logic that is being applied improperly? Really bizarre.
  10. Yup, the IsLevel conditional checks if the player has reached a certain level threshold. Otherwise the following paragraph is going to be assumptions, Random Encounters aren't something I have looked in to much I'm afraid. EncounterLevel is likely to do with the level scaling system and probably sets enemies in the encounter to that level, and alters the encounter if the player has one of the level scaling options enabled. I believe the only way to get an encounter to trigger is with a script, but it is possible there is something that collects all Random Encounter into a list, similar to what it does for Player Voice Data.
  11. Not something I have looked into much but near as I can tell it's possible to make a new encounter by duplicating an existing encounter changing the "ID": to a new GUID and then changing the desired parameters. Getting the new encounter to spawn is certainly something a scripts could do with LaunchRandomEnounter. Though there isn't really any way to pin it to specific place on the world map unfortunately. Closest would probably be a ScriptHook that only fires when the player is traversing the World Map which would trigger the encounter. But that Apotheosis by Noqn, while unofficial and still pretty new, is a really great tool for modding Deadfire as it automates a lot of things (like generating new GUIDs for new gamedata and exporting only the necessary bits of code for changes to existing gamedata) and simplifies the scripting process a lot. Also there is actual interface for editing .conversationbundles and .questbundles, which aren't really covered in the official documentation.
  12. Yeah it seems like this Katrenn dying with a summoned weapon equipped is the cause of this. While I don't know if this'll ever be something that can easily be fixed, I have created a modscript that'll at least addresses this issue. flog drop fix.zip
  13. After some more testing utilising the power of Apotheosis here are some fresh insights: Adding the Adventurer's GUID (this will be in brackets of the .character file of an exported Adventurer) to the CompanionGuidString of CompanionData seems to stop the Adventurer from being exported again. Adding progression tables to the linked CompanionData of an Adventurer, and using a script that does RemoveFromParty and then AddToParty opens the class selection menu allowing you to change their class in the same way as a sidekick/companion. By making additions to relevant .conversationbundles, an Adventurer can have party banter and comment on points of interest pretty seamlessly. While Companions will react and track their relationship to an Adventurer, reaction to topics and tracking of relationships isn't functional on the Adventurer's side for some reason. Quest creation is possible with Apotheosis, and while I haven't figured out all the aspects of it, quests that involve an Adventurer can be done. The following video of an adventurer based on Durance shows some examples of the above: Class and Quest Pop-up 3:45 and Companion banter at 4:15. Still can't figure out a way to get character to face each other during a staring contest conversation.
  14. Hey @Noqn , hope you are enjoying some time off for the holidays if you got it! Would it be possible for you to make Apotheosis generate a conversation.manfest entry for new conversations on their creation? This is something I've been creating manually, and despite it being crucial for conversations to function, surprisingly it's something I always tend to forget to do! So having it be generated automatically would be great.
  15. Hmm, I can't see anything in any of the .gamedatabundles that corresponds to height default camera. So it's likely to be hard to change or require something like modifying one of the .dll files or .assetbundles.
  16. I was actually thinking just before submitting "maybe I should check if this still works? Eh probably fine." Glad to see it does!
  17. I imagine you are already aware of this, but I noticed that Apotheosis tends to just close without warning when attempting to open most conversations created when copy and pasting nodes was the only option. I think is to do with conversation authors not setting "PointsToGhost" to "true" when linking back to previous nodes. I myself made this mistake (see Adventurer conversation) when experimenting with .conversationbundles. Mostly because I didn't really know what "PointsToGhost" was for, and my few attempts to use it (likely with some other combinations of factors I can't remember) seemed to result a lot in becoming stuck in the dialogue window with no way of exiting. I didn't want to raise this as an issue on GitLab since the error is with the linking of nodes in the .conversationbundle and not with anything Apotheosis is doing per se. Happy to help! Somewhere in the future I'm planning to do some more investigating into custom companions made from Adventurers. Really glad to have Apotheosis now for it!
  18. Yeah that'll make it a lot easier to find. Additionally, now that I think about it, having it being under its own section in the "Game Data" tab make it less likely to be confused with "Global Scripts". And if Modscripts default to being saved in "modscripthooks.gamedatabundle" that will be potentially clearer for those without access to the editor.
  19. This is such a fantastic tool, thanks a lot for putting it together! A bit of feedback after some time messing around in Apotheosis: I really love the way Scripting and Condition Calls are handled in this tool! Very clear, quick and easy to parse compared to doing it manually. And I've got to highlight how much I appreciate the ability to just write the instance_id/debug_name and have tool insert the correct GUID when it's saved. It's a very sleek feature that makes adding scripts and conditions so much quicker and more pleasant. Though I will mention it wasn't clear to me to that ModScriptHooks were located under "Global". It makes some sense now that I know where to find them, and I don't really know where else they'd fit beyond having their own section similar to "Speakers" with just the one option. Honestly fine where they are just figured I should mention it, as I was at first under the assumption there was no option to write them in the tool. The Conversations editor makes me so happy, it's probably what I'm the most excited for as far as making mods in this editor! It is so cool to be able to actually work with conversations in a similar manner to what Obsidian actually used for making the game. There is so much modding potential this tool will open up! The only potential for frustration I have encountered is when navigating with the scroll wheel I often cycle through the Listener/Speaker options when hoovering over them by accident. I think these are the only dropdowns this happens to, so this might just be bug? Otherwise the GUI you have made makes everything to do with creating and stringing together nodes feels very intuitive! Yeah, I think a list of nodes is probably the way to go then. This is something you might already be aware of, but there is currently an issue when a child node's original link is removed, where they become uneditable and inaccessible without using an eternal editor: Once again thanks a lot, for putting this all together, I really think this is going to make modding Deadfire much more approachable to many more people!
  20. Holy ship, this tool looks fantastic! Can't wait to get dug into it. Great work! Just noticed there's a conversation editor!
  21. For sure, I'll see about making Konstanten at the very least work as an S4 addon when I can (I don't imagine there'll be to much that needs fixing, but I have only tested the first conversation so far). But at the moment I'm currently dealing with an infrequent issue with my PC restarting or freezing when running games for longer than a couple of minutes. I keep thinking I have it fixed, only for it to start happening a few months/weeks later. So putting off getting to dug into Deadfire modding till I have a stable gaming PC again. In the mean time I figured I'd put this weird thing I stumbled onto out for others to mess with. Really my only concern for a wider release of this is what will happen from downloading a character off the steam workshop someone has exported based on one of the companion .character files. If the character shares the same Instance ID there is possibility of bugs galore!
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