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Everything posted by Kvellen
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Kvellen replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Sure! You can find conversation .stringtable files under in the localized conversations folder. You can get to this from the installation directory (This will be somewhere like "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data") by navigating to: "exported" -> "localized" -> "en" -> "text" -> "conversations". The folders here contain all the .stringtable files, and are organised by the type of conversation and the levels in the game where each conversation takes place. For example: \conversations\21_prologue\21_si_pallid_knight.stringtable contains all of the text strings for the prologue conversation with the Pallid Knight, which the example from my previous came from. Conversations relating to DLC's and a few updates are located under separate "lax*_exported" folders with the same structure: Expansions: Seeker Slayer Survivor: lax1_exported Beast of Winter: lax2_exported Forgotten Sanctum: lax3_exported Free DLC/Updates: Mirke: laxa_exported Deck of Many Things: laxd_exported Final Patch: laxi_exported I don't recommend making edits to the original files though! If something goes wrong with one or more of the strings it can cause issues that are a bit of pain to reverse! Instead, if you create an override mod that mimics the folder structure, then you can copy over the files and folders from the conversations folder and make safe edits to those. eg. "\override\[YOUR MOD FOLDER]\localized\en\text\conversations\" Yes, though there are ways of cutting down the busy work. Since all that you'd be doing is making one change many times to a bunch of files (Turns out the end tag "</size>" doesn't actually seem to be necessary for this). So using Notepad++ or any editor with the ability to do mass find and replace on a whole batch of files will make this pretty trivial. As it is just a matter of pointing it towards the mod folder and setting the find all instances of "<DefaultText>" (which is what marks the start of a text entry in .stringtable) and then replace it with "<DefaultText><size=110%>". Additionally some entries will have alternate text for if the player character is Female, so doing the same with "<FemaleText>" to "<FemaleText><size=110%>" should cover those. Though the side effect of doing this broad an approach will mean that Scripted Interactions and some Banter (the text that appears over characters when they talk to each other outside of the Dialogue Window) will also have their font increased. -
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Kvellen replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hmm weird, it should also be increasing the size of that text too? Are you referring to the dialogue that appears in the conversation window, or the text that appears above NPCs and companions when they converse? To answer your original question, it is possible to increase the font size of most text (even beyond the 130% limit of the font scale slider). This can be done by wrapping text in each entry of a .stringtable with <size=110%> and </size> (Literally <size=110%> and </size> without the necessary replacement tokens.) Which will increase the size of each entry it is applied to by an additional "10%". For example: Link to the full size image. -
Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Sure thing! Original by Inar-of-Shilmista Originally by Couple of Kooks I thought I'd seen the watercolors linked in a later post/thread but can't find it. So did a quick conversion. -
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Kvellen replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hey there, there is the "Font Scale" slider if you haven't already tried that? It's located under the graphics tab of the options menu. -
Animancer new Novella
Kvellen replied to juanval's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Probably a longshot; does anyone know if this novella is still available somewhere as an ebook or otherwise? The android version of the Bound app seems to be out of date or broken as it just displays the following message when opening the app: "Unable to load the Series list. Check your connection and try again." -
Hmm, I'm afraid modding at runtime is pretty far outside my area of knowledge I'm afraid. I will say that the fan made mod tool Apotheosis does collect the contents of all the .gamedatabundle files in more easy to search and navigable fashion. Beyond that there might be something in the official modding documentation maybe?
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Hey, The progressiontables.gamedatabundle contains lists of all the base game's character's and creatures' abilities. Though the abilities for a Scourge and all other Beast of Winter specific enemies/npcs will be located in lax2_progressiontables.gamedatabundle. As to your other question, there might be a console command that lets you view information on effects on NPCs in game. Otherwise I don't think there is any conventional way to see what effects are currently applied other than the information panel that appears in the corner when hovering over an enemy in combat.
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Yeah, unfortunately I don't think it is possible to change suing a .gamedatabundle mod. It's likely only something that'd be possible through editing the prefab of player's appearance options. If there is a base Wood Elf skin type/material for the player character then it might be possible to edit it? Sorry to say my experience only goes as far as using UABE to find things in .unity3d files, and have never had much luck with actually figuring out how to make functional edits to them.
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The character's appearance prefab in the characters.unity3d file lists his skinColor as: "0 float r": 0.850980401, "0 float g": 0.737254918, "0 float b": 0.615686297, "0 float a": 1 and his skinColor2 as: "0 float r": 0.882352889, "0 float g": 0.760784328, "0 float b": 0.650980413, "0 float a": 1 though neither (skinColor2 matches one of the existing options) seem to match the head. It's possibly that Aloth has a unique skin as this is also listed in the prefab: "1 string skinOverride": "Aloth",
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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.
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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?
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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.
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"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.
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Portraits V
Kvellen replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
@Isewein if you scroll down a bit in that thread someone posted these: Gave it a shot. -
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.
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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.