Jump to content

saltynoodles

Members
  • Posts

    24
  • Joined

  • Last visited

Reputation

18 Good

About saltynoodles

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hey, thanks for the reply. I ended up just adding the drug_deadeye ability via console for infinite uses and lowering perception by 5.
  2. Really liking the Paladin Healing Chain tweak. A suggestion for Llengrath's Warding Staff: increase PushDistance from 2.5 to something higher. I made it 10.0 in my game. Keeps the spirit of the original weapon but makes it more tactically useful and a blast to use. Perhaps nerf the damage or deflection bonus if necessary for balance.
  3. It's true that much of the best equipment is available quite soon once you know where to look. It sounds like you would have preferred that the game keep these items from you until later in the game. That's not an invalid complaint. There is some quite good stuff later on though. Have you played the DLC's? Money is kind of irrelevant once you realize that the pirate ships respawn. In particular, the Principi Expert Captain is easy to beat and nets you 20K each time. I don't think this was a great design choice. I understand they didn't want the map to be empty of ships. Having the total money you could obtain be limited would serve Deadfire better, especially as this game has some of the best RPG shops ever. https://www.pcgamer.com/pillars-of-eternity-2-has-the-best-rpg-shops/ You can choose to never attack generic-named ships. There will still be plenty of money, but it won't be until late in the game that you'll have as much as you need, as enchanting and ship-related things are quite expensive. The XP mod suggestion is a good one. Deadly Deadfire sets the questXP modifier from 1.35 to 1.15. I'd recommend setting it to 1.00 if you have the DLCs installed. Don't discount the high-level abilities, some of them (like Monk and Barb) are quite neat. Blood Thirst is my favorite ability in the game. Nothing like setting off a rampage killing chain with it's double-processing (I think the dev's made a mistake but left it in there once they realized how cool it was.)
  4. I like how the Deadeye visual effect looks and was looking for a way to apply it permanently to a character. What would be the easiest way to do this? Is the visual effect tied to to a particular statuseffect or does it exist separately?
  5. It does work for me at the moment. If you upload your mod files I could see if they work on my setup. I've been correcting typos as I go too, but have been altering the original exported files.. but I think from now on I'll keep a separate list.
  6. Small addition: { "$type": "Game.GameData.BeamTeleportAttackGameData, Assembly-CSharp", "DebugName": "Flagellents_Path_Attack", "ID": "30b24922-0a33-4252-bfcb-bb307f10c722", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Crush", "AlternateDamageType": "None", "Minimum": 8, "Maximum": 8, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] } } ] }, { "$type": "Game.GameData.BeamTeleportAttackGameData, Assembly-CSharp", "DebugName": "Launching_Kick_Attack", "ID": "198dcb3b-f4f2-4e86-8f7d-9416cfb86f96", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Crush", "AlternateDamageType": "None", "Minimum": 6, "Maximum": 6, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] } } ] }, { "$type": "Game.GameData.BeamTeleportAttackGameData, Assembly-CSharp", "DebugName": "Shared_Pain_Attack", "ID": "f88c4979-40dc-4d2f-97f4-a75e19dea22d", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Crush", "AlternateDamageType": "None", "Minimum": 6, "Maximum": 6, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] } } ] }, { "$type": "Game.GameData.TeleportAttackGameData, Assembly-CSharp", "DebugName": "LAX01_Hunters_pounce_Teleport", "ID": "7d027cf3-ec5d-4a19-8e22-d98d4a6eea10", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "None", "Minimum": 35, "Maximum": 35, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] } } }, { "$type": "Game.GameData.TeleportAttackGameData, Assembly-CSharp", "DebugName": "LAX01_Stelgaers_Lunge_Teleport", "ID": "43155b5c-9199-429c-9a41-f7c47cba8e99", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Slash", "AlternateDamageType": "None", "Minimum": 18, "Maximum": 18, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] } } ] },
  7. Ah, it seems possibly related to having the explored map Berath's Blessing option on, where the boat isn't there even after it's been fixed and you can sail around. Could be something else too, but this is the one variable that seems to affect it in my game.
  8. Was watching some older video and noticed that The Defiant used to be visible at the Port Maje docks. But it's never been there in my game. Was that just something that was changed or a bug?
  9. Few hours in and I'm having a blast, with 1 CON/RES and Helwalker trait this guy is made of porcelain.
  10. Doing an iroll20s-enabled POTD run with a console-hacked MC for fun. He's a single-class human Evoker with stats: MIG: 19 CON: 1 DEX: 18 PER: 18 INT: 18 RES: 1 SPECIAL TRAITS: FECKLESS: No Fighting Spirit racial bonus MAMA'S BOY: Woedica's Soul Power passive (+1 all power levels) BOOTLEG KENSAI: Fighter's Devoted passive: (only 1 proficiency, +2 PEN, +25% crit, etc..) KINKY: Cannot wear anything on the body, but boots/gloves/accessories are OK. ILLITERATE SAVANT: Unable to equip Grimoires in the normal fashion, but is able to permanently learn Evoker-compatible Grimoire-Unique spells (Arcane Assault, Shadowflame, etc..) once that Grimoire has been obtained. SKYWALKER: Has Helwalker passive trait and Wounds trait (gains wounds and might, suffers more damage with wounds, but no monk abilities to use wounds on). PICKY EATER: Can only eat Taar Loaf. Can anyone suggest a interesting trait that would weaken him (something that could be role-played or done with the console).
  11. What do you think of adding the Electricity keyword to a Monk's Lightning Strikes? Maybe for synergy with Deltro's Cage or Heart of the Storm. Edit: hmm, tried this but didn't work: (the keyword shows up but no extra penetration from Heart of the Storm) { "GameDataObjects": [ { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Lightning_Strikes", "ID": "3c85e6b0-275a-43b5-9b6f-da86f5e26be7", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["117213bd-8bb0-4a70-9626-581a20214c2f","9c7d6f36-50ff-4b08-a528-74789abe0599"] }] } ] }
×
×
  • Create New...