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Svartypops

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  1. I was thinking of fudging it so Maia doesn't leave. I believe this is decided in the GlobalScripts.GlobalScriptBundle in this section: [edit]I should clarify, this is about her leaving because of POWDERHOUSE, not because the previous quest. { "ScriptCalls": [ { "Data": { "FullName": "Void DeliverMissive(StringTableType, Int32, Guid)", "Parameters": [ "Gui", "4371", "81700f52-4614-4c5e-baba-8a1cb1d44f24" ], "Flags": "", "UnrealCall": "", "FunctionHash": -275187270, "ParameterHash": -1215218949 }, "Conditional": { "Operator": 0, "Components": [] } }, { "Data": { "FullName": "Void RemoveFromParty(Guid)", "Parameters": [ "b1a7e802-0000-0000-0000-000000000000" ], "Flags": "", "UnrealCall": "", "FunctionHash": -1788529600, "ParameterHash": 171824928 }, "Conditional": { "Operator": 0, "Components": [] } } ], "ID": "ba085bfc-0917-4a14-ab39-6559da364da0", "ScriptType": 0, "Filename": "gsd_companion_maia_leaves_powderhouse.globalscript" }, { "ScriptCalls": [ { "Data": { "FullName": "Void SetGlobalValue(String, Int32)", "Parameters": [ "n_Maia_Quest_State", "4" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1935477378, "ParameterHash": -511052062 }, "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "b_Powderhouse_Destroyed", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 63017223 }, "Not": false, "Operator": 0 } ] } }, { "Data": { "FullName": "Void ShowMessageBox(StringTableType, Int32)", "Parameters": [ "AreaNotifications", "125" ], "Flags": "", "UnrealCall": "", "FunctionHash": -1320128747, "ParameterHash": -341371816 }, "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "b_Powderhouse_Destroyed", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 63017223 }, "Not": false, "Operator": 0 } ] } }, { "Data": { "FullName": "Void SetBenchedPartyMemberBusy(Guid, Boolean)", "Parameters": [ "b1a7e802-0000-0000-0000-000000000000", "False" ], "Flags": "", "UnrealCall": "", "FunctionHash": 934743080, "ParameterHash": 776510437 }, "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "b_Powderhouse_Destroyed", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 63017223 }, "Not": false, "Operator": 0 } ] } }, { "Data": { "FullName": "Void SetWantsToTalk(Guid, Boolean)", "Parameters": [ "b1a7e802-0000-0000-0000-000000000000", "True" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1006814398, "ParameterHash": 2030924572 }, "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "b_Powderhouse_Destroyed", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 63017223 }, "Not": false, "Operator": 0 } ] } } ], "ID": "2a44a39d-c6f5-4f8a-a64e-023c18a498b3", "ScriptType": 0, "Filename": "gsd_companion_maia_returns.globalscript" }, Perhaps I can just delete the "b1a7e802-0000-0000-0000-000000000000" (I think that is Maia's GUID) parameter from the "Remove from party" thingy? Alternatively, I might be able fudge some of the "Not" values so she only leaves if the powderhouse IS destroyed, or I could delete the whole section so that if anything happens at the powderhouse, nothing happens to Maia? I'm also wondering if it's possible to just edit the original file if you can't use the override folder to do it?
  2. I had this too. VS Code has the ability to use third party "extensions" - formatters are a type of extension used to make the "code" look legible to humans. Third party! So you have to download them separately. Here's how: Launch VS Code. On the left there should be 4 icons. Hover over each in turn - Explorer, Search, Run-and-Debug, Extensions. Click Extensions. Now you see a list of installed/recommended ones. Ignore all that and type the name of JSON in the "Search Extensions in the Marketplace "box. You can see a bunch of different extensions for JSON - you want a Formatter. The one I use is called "JSON Formatter" by Clemens Peters. Extra info: FROM right-to-left In the bottom right corner of the VSCode window (the purple bar) is a Notifications Bell, a Tweet Feedback icon and then the format of the current document (select language mode). If you've done it right it should say JSON. IIRC You can also change it to JSON by clicking there.
  3. It's not simply a case of saying "Eder, Fighter -> Unbroken" in the files. Please correct me if I'm wrong, but it seems ... In the ProgressionTables.GameDataBundle file, the characters have their individual abilities listed for each level, totally separate from the player classes. Which means you'd have to copy the Unbroken stuff for each level and use that instead of whatever they usually have. Oh... it might be a case of replacing one or two things with ... "AddAbilityID": "e97271cd-23b1-4078-8640-6544e1e6451d", and/or "AddAbilityID": "b238c8a4-7ddc-4142-a244-85139a764754",
  4. Every mod should go in it's own subfolder AFAIK. This is the sort of super-basic stuff that everybody takes for granted, but when you're new you simply don't know.
  5. I thought I'd post a topic for discussion about traps. Firstly, Does it count as a summon, is that why I can only lay one at a time? Would a NotSummon property allow you to lay more than one?
  6. I can't find anything that would let you do this. The nearest thing is: QueryPlayerForFeatureName ... but that's for islands.
  7. ChangeStrength is this part of the above post, sorry it's not so obvious: Xoti is Pro-Deceit with a Negative value on it. It's weird - but that's how you do a negative reaction to something. Being Pro-Deceit negative means she reacts negatively when someone says something deceitful. If she was anti-deceit she would approve when someone said something anti-deceit - like "I don't think we should lie" or whatever.
  8. I've uploaded it, but I'm struggling to share the credit with Noqn nexusmods, for some reason. https://www.nexusmods.com/pillarsofeternity2/mods/546
  9. That looks like it's a copyright problem inn the making. How about this one...? An age-of-sail, piraty-style parody. The text needs another rewrite.
  10. Thanks a lot for that! I'm still struggling with the blasted thing, though. Did you make working version? This is a bit off-topic but the script hook you use there is really curious because when I check for the PC in a scene I use this GUID: "546e5d97-c2fe-42dd-a22e-e8cbd7888131" but yours is only partly the same; "546e5d97-c234-46dc-9439-b23aafc02198" I wonder why that is?
  11. I can't get it to work. I can't even get the item to appear. I have failed Here is what I tried: I guess 5249 is the button text - I had planned to change it later, if required. I've tried Quest or Misc filtertypes. I've tried adding it to an NPC inventory and the player using the tried-and-tested method that I used for lots of other items, but to no avail.
  12. The Item: "Trap_Item_BurningGround" (without underscore between words) links to this ability: "9532c2e3-ef26-493a-83de-0bd6866ee173" which is: "Trap_Item_BurningGround_Ability" and links to: "809b7234-8f81-4542-9d79-550572a2e7b4" which is : "Trap_Item_BurningGround_Ability_Attack" ... which indeed, has no duration. meanwhile the "Burning_Ground_Trap" ability links to this attack: "3999697c-0a58-4791-8291-6393c8ca7a7d", which is "Burning_Ground_Trap_AttackPulseAoE", ...which has this component: "$type": "Game.GameData.AttackPulsedAOEComponent, Assembly-CSharp", "Duration": 9, "PulseIntervalRate": 3, etc. I can't find any item that links to the latter, though, so ... maybe the former one is a later model?
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