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Everything posted by Kvellen
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Animancer new Novella
Kvellen replied to juanval's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hey@karasmithson, I've been really trying to find a way to read this story it without any luck. I'm really curious how you managed to read it? Was it from being a backer or did you manage to get the app to work somehow? From what I have seen there is no way to get into the app (on the latest version of android at least), and it seems like the website in original post now down. -
So this might actually be a very simple bug to fix. In short summoned weapon abilities have a conditional that prevent their use whilst the caster is under the effect of something that changes their form. Citzal's Enchanted Armory being such an ability that changes the caster form. All summoned weapons seem to follow this logic, with the exception of Concelhaut's Draining Touch (the only conditional this ability has is that the player is level 3 or higher). So by adding this conditional to Draining Touch it prevents these effects being used together. IsLevel(Player, GreaterThanOrEqualTo, 3) and not HasStatusEffectType(This, ChangeForm) Steps to apply this as mod: It may be that Draining Touch was intended to be able to be used with Spiritshift or other abilities like it. But in the final implementation it just seems to cause the character to get stuck in a loop that leads to them eventually being unable to make any attacks at all...
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The issue is that the conversation "03_cv_avetta" has a conditional on both node "32" and "35" that prevent them from playing unless the variable "n_Sealed_Fate_Stage" is "EqualTo", "3" (which is assigned when Talfor greets you). This can be fixed by setting the conditional to instead check if the variable is "LessThanOrEqualTo", "3" and also check "IsQuestActive" "05_TSK_Sealed_Fate". The expression in Apotheosis script: IsQuestActive(05_TSK_Sealed_Fate) and IsGlobalValue(n_Sealed_Fate_Stage, LessThanOrEqualTo, 3) Alternatively you can enable cheats (IRoll20s) and set the variable using the following console command: SetGlobalValue n_Sealed_Fate_Stage 3 This should (from what I have tested) allow all possible conversation options with both Avetta and Degnos to play correctly.
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Hmm, I know you said that you are excluding brackets for the post but is it possible you might still be missing some maybe? Otherwise the comma at the end of "DurationOverride" could also be causing some issue? { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Spiritshift_StormBlight", "ID": "b1cbe940-1f51-48e0-ac54-d7547e8cc0e3", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "UsageValue": 49, "DurationOverride": 3999 } ] } Another way to maybe figure out the issue is to open "output_log.txt" file (this is located "\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\output_log.txt") and searching for instances of the word "error".
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Your party, your party never changes…
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Kvellen replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Glad to hear there weren't too many! I was really concerned that I was doing a drive by "Oh by the way, here's a ton of work still to do..." From what I understand the "exported" folder, the "lax*exported" folders, and the mod folders inside of "override" are sort of viewed by the game in the same way. The contents of each folder override the preceding folders in order of release. So .stringtables have to follow the same folder hierarchy of the file they are overriding, or making additions to, in order for the game to know what to do with them. I think I remember reading somewhere that it wasn't originally possible to add new languages to the game using the override folder. This might still be the case, or there might be some other reason where localization mods require replacing the text instead? This kind of thing is still a gap in my Deadfire modding knowledge unfortunately. -
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Kvellen replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Congrats on the mod launch! There is a bit of an issue with putting the "localized" folder for the DLCs into "lax*exported" folders inside your mod folder. These need to be in the localized folder just like you've done with the base game for the strings to be overridden correctly. Eg. "lax1_exported\localized\en\text\conversations\lax01_00_arena_island" should be like "Bigger Dialogue Font For Steam Deck\localized\en\text\conversations\lax01_00_arena_island". The unfortunate thing (Really sorry I am only just remembering this now!) the DLCs have a couple of instances of additions made to other .stringtables (either in the base game or other DLCs) so you'll need to add those entries into the relevant .stringtable file. Once again, really sorry that I forgot about this! Not a problem, if you can't find a corresponding .conversationbunble that matches the exact name it isn't used in game! -
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Kvellen replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
By all means. I started work on this as a mod. But I didn't get very far into it, and it wasn't something I was going to get back to anytime soon. Yeah that was the only way I could think of doing it when I tried working on this a few months ago. Searching through all the .conversationbundle files with a fine tooth comb, there was only so much I could do each day before it became hard to form coherent thoughts or sentences. Such that I only got through 4 folders (00_prototype, 02_pokohara, 03_neketaka_vailian_district, 04_neketaka_palace_district) of conversations before I had to put it to one side for my own sanity. I did manage to isolated all the "si_" and "bs_" that were actually conversations. From what I remember I did this for "si_" by running a search using Notepad++ to find all files with that prefix that had the line "DisplayType,Conversation". Which seems to come at the end of a .conversationbundle to mark it as conversation/banter style of conversation. Since Scripted Interactions and Super Interactions (when you are pulled into a conference call with the gods) have "DisplayType,Interaction" and "DisplayType,SuperInteraction" at the end respectively it gave me a list of what need to be included. As for "bs_" I think what I did was ran 2 searches on the files wit that prefix. First searching for "DisplayType": 1, and then searching for "DisplayType": 2,. From that whittled down a list and figure out which .stringtable entries needed to be include. I'll attach what I managed to get done, which you are free to use in your mod! bigger_font.zip -
Yeah I don't believe the new track looped for me either. Funny thing is, I'm pretty sure I've since stumbled on a post somewhere from around 2018 where someone made the same discovery with the main menu music... That;d be my guess as well. A few attempts were made to set up the states listed in the Music.txt in a new Wwise project, but I always gave up whenever it came to reading through the Wwise documentation. Likewise most video tutorials on the subject seem to either be from Audiokinetic marketing their product, or technical explanations that go over my head and might not even relate to the implementation of audio in Deadfire. I've no doubt there is a method that will work for someone with the resilience to find it. It's very cosy imo
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Exactly that, I just took an audio file (Sentinel Stand from the Tyranny soundtrack in this case) converted it to .wav, imported it into Wwise to convert it to a .wem file, and then renamed it "3123410" so it replaced the main menu track. Detailed steps: Install Wwise from the Audiokinetic Launcher (you'll need a free Audiokinetic User Account). Open Wwise and create a new project. Go to "Project"->"Project Setting...", the select the "Source Settings" tab, and change "Default Conversion Settings" to "Vorbis Quality High" by selecting it from the options by clicking the "..." Close the Project Settings window and save the changes (crtl+s). Import the track you want to replace the main menu music with (this needs to be a .wav file) by going to "Project"->"Import Audio Files..." (shift + i). Click "Add Files...", then navigating to the audio file you'd like to import, select it and click "Open", and then click the "Import" button. Now to convert the audio file to .wem go to "Project"->"Convert all Audio Files...". Make sure the box next to "Windows" is checked, then click the "Convert" button. You should be able to find the converted file by going to "Project"->"File Manager..." (Shift + F1), right click the directory next to "Project Folder:" and select the "Open Containing Folder" option to open the directory in a File explorer window. In the File Explorer window open the ".cache" folder and then the "SFX" folder. You should see your converted file here. Video instructions if you need it of the above steps: Now rename the file to "3123410.wem". You'll need to locate your Deadfire installation directory, this will be somewhere like: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" From there navigate to: "\PillarsOfEternityII_Data\StreamingAssets\Audio\Windows" Before placing the converted audio file here you should make a back up copy of the original "3123410.wem" file just in case you need to reverse the changes. Once you have a backup of the original file move the convert file here, when you load into the main menu the audio file should now play instead of the main menu track. I don't know if this audio file is used elsewhere in the game, and if so whether or not it will play.
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Looked over the log and can only see one error: Analytics: InitDevAnalytics: System.Net.Sockets.SocketException: Error looking up error string at System.Net.Dns.GetHostByName (System.String hostName) [0x00000] in <filename unknown>:0 at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x00000] in <filename unknown>:0 at Game.AnalyticsManager.InitDevAnalytics () [0x00000] in <filename unknown>:0 Which looks a lot like a "string" (text) error, which is often the cause of the game not being able to load. There is no mention of any specific .stringtable file failing to load, so I can't say for sure this is the cause. This is just guess work but "InitDevAnalytics" sounds like something related to the "Telemetry" option (opting in to send usage data to Obsidian). So if you have that enabled you could try disabling it in the option menu, restarting the Steam Deck and see if that maybe fixes it? As I said it is a guess and it's possible this won't work. Otherwise googling the issue turned up a steam thread where someone managed to fix a similar issue by; moving the saves to a temporary location, starting the game, then closing it and moving the saves back to their original location.
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Hey, this is usually caused by broken game files. Are you running any mods off of the steam workshop by any chance? Have you tried Verifying the Game Files to see if there are any missing or broken files? Could you post your output_log.txt file? Might be something in there that gives some clue as to what's going on. This is can be found: "\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\output_log.txt"
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I don't know if this was intentional, but cl.chanter.each_kill_fed.gamedatabundle is still present in the current Buffs package as an empty file: { "GameDataObjects": [ { } ] } This doesn't cause any errors in game, though it does prevent the mod from being opened with Apotheosis unless this file is deleted.
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Change loading screen image
Kvellen replied to a topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
From what I remember from digging through the assetbundles the title screen is actually a sort of level made up of a few different images and moving elements. Which makes it very difficult to make adjustments to. -
Would setting summoned weapons effects to end when a character is knock out make for a negative impact on balance? The main reason I ask is that it seems setting status effects that grant summoned weapons to "ClearOnDeath" seems to be a potential fix for NPC casters (such as Katrenn) failing to drop their equipped weapons.
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I can't offer much insight into your first question. However... Crew icons are part of an atlas image that is stored in one of the assetbundle archives (gui.unity3d I think?). An "atlas" is basically a big image made up of smaller images, with coordinates for the game to find a specific image. As I understand it this is done to save memory. Something to the effect of it being more efficient to load a single big image into memory and reference parts of it, than it is to load 100s of smaller images. These icons are usually 42 by 42 pixels. This post goes into how to add new icons: I believe that crew icons are stored to the "ItemIcons" atlas.
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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.
