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Kvellen

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Everything posted by Kvellen

  1. 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!
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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"
  7. Ah right'o, thought it was likely an intentional choice but thought I should bring it up just in case. Just starting a playthrough with CP, BPM and couple of other mods having a great time. Thanks for your work on this!
  8. 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.
  9. Auto Update and the auto complete on expressions both working on my end. Really fantastic addition!
  10. 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.
  11. 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.
  12. Unfortunately the atlas for "gamesystems" doesn't seem to be set up for modding in the same as those for "items" and "abilities". Which limit the possibilities to the existing sprites.
  13. 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.
  14. 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>&lt;size=110%&gt;". Additionally some entries will have alternate text for if the player character is Female, so doing the same with "<FemaleText>" to "<FemaleText>&lt;size=110%&gt;" 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.
  15. 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 &lt;size=110%&gt; and &lt;/size&gt; (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.
  16. 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.
  17. 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.
  18. Vela is summoned to the player using a hidden ability so can be added with the following console command: AddAbility b1a8e901-0000-0000-0000-000000000000 2bb3ebf1-9630-4417-b0f5-6a674be27a88
  19. That doesn't look like the vanilla fighter skill tree. Do you have any mods installed that might be conflicting?
  20. 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."
  21. 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?
  22. 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.
  23. 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.
  24. 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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