
anthon
Members-
Posts
12 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by anthon
-
Examples: "Icon": "gui/icons/abilities/priest/iconic_projection.png" "Icon": "gui/icons/abilities/wizard/ninagauths_death_ray.png" While these paths can be found in the abilities.gamedatabundle, I could not find such paths in the assetbundle unity3d folder files. I was able to find some weapons icons, but they use a myicon_s and myicon_l extension which the abilities do not. The abilities/spells only ask for "Icon" instead of Small or large such as "IconTextureSmall": "gui/icons/items/weapons/miscellaneous/citzals_armory_greatsword_s.png", "IconTextureLarge": "gui/icons/items/weapons/miscellaneous/citzals_armory_greatsword_l.png", Which causes the evil Red X of Fail if you try to use these in the "Icon": i'd rather not have a purple sword spell use a green berath sword icon if it can be helped.
-
to solve my problem I ended up replaying the single encounter where my sprite source occurs, using its highest HP target for destruction as the minimum damage, then creating a modified version of the Disintegration statuseffect as my base to secure the "destruction" aspect of the encounter. spoiler-ish: Turns out the max hp of the targets it was destroying had lower hp (most had nearly half) than the base damage of cipher disintegration, so the custom 9th level wizard spell actually does slightly less damage than the 6th level cipher spell, and no longer gibs megabosses.
-
I've been wracking my brain over this one, like, if i copy the prefab into my folder, then access that folder for the graphics, the code inside that prefab is still going to point to the same GUID abilities. So even if I created new abilities or copy abilities with different GUIDs, I could never get the summoned monster's prefab codes to point to them. I had attempted creating a single over ride file that made its broken power (destroy) have an attack penalty of -144, and changed it to target Reflex, but it was still auto hitting even against a defense of 120+, because the status effect ignores whether or not you hit. So unless I change the core monster's ability set, it's not changing at all. One idea came to me, that if I could lock out the player access to the summoned monster - so that they were essentially berserk or otherwise in inaccessible AI mode - this would work, since for whatever reason, through countless turns, the AI never triggers its game breaking attack. But I've only found JoinParty as an option and that leads straight to the problem of a player having access to super attacks. How bad was it? This thing one-rounded Dorudugan the Hellfire Colossus. And it's a pure stock NPC, which I did absolutely nothing to.
-
what progression table? The summons attack file just clip a prefab in a mysterious one liner: "$type": "Game.GameData.AttackSummonComponent, Assembly-CSharp", "SummonType": "Summoned", "SummonFileList": [{ "Filename": "prefabs/characters/.../..._mycreature.prefab" } ], "SummonDisplayStrings": [{ "String": //my # reference for /en/characters that labels this thing, i.e. "dragon", "spot", "meowmoew", etc. } ], here's two examples 1. "SummonFileList": [{"Filename": "prefabs/characters/poe2_creatures/cre_drake_fire.prefab"}], 2. "SummonFileList": [{"Filename": "prefabs/characters/poe2_creatures/cre_blight_storm_greater.prefab"}], as you can see, there's not much to go on. like, no hit points listed, or stats. and there's no UUID being referenced either. I really like your idea, but where would I find the PT_ of monsters, and how would i even point to them when summons only point to a prefab? those are called "_of_decay.prefab" there's one in Seeker/Slayer, and one in Winter. It just occurred to me I should mention when I went to confirm the claim that Beckoners summon weakened versions of their respective chanter summons in higher numbers, while the duration of the summons was numerically lower, I found no evidence that the attributes, attacks, hit points, or sprite sizes had been changed in the attack file. so if there's a truth to the beckoner summoning lower HP versions of the regular summons, I haven't found it, but if it does exist, it might be exactly the kind of code we need to nerf/modify summoned stat tables outside the prefab. P.S. Found the Progression Table for the creature but I'm not sure how to get the summoning spell to point to that file instead of the default.
-
I made my first custom summons spell for a custom spellbook, you can see Aloth using it in the linked image. Problem is there's two base monster prefabs, a big one and a little one. The big one is OP as all get-out and the little one is way too weak, so I'd like to be able to nerf/over write one of the big one's attacks preferably. (this one is for a 9th level spell so my target balance is between the Cipher disintegrate and Chanter Dragon.) ideas on general nerfing of summons? Or is that only possible through prefab editing?
-
So I got into making spells, have made a few already, but then I noticed some concepts were harder to achieve because the caster/player would theoretically select more than one possible outcome. Let me give an example: Druid: Lesser/Greater Blight This spell does NOT allow the Druid to choose which elemental creature appears. Instead, the choice is random. It does have the effect of an invisible menu, after all, you have more than one possible result, however, you do not have a handy icon or text based list query allowing you to confirm what it is you want. So I noticed how much more diverse spells could be if they either had mini icon menus, like the Fighter's 3 stances or certain druid's options to shapeshift into their choice of 4-5 different beasts. Is there a way to make one of these mini-menus as an ability, then populate it with UUIDs related to effects like summon/conjure/transform/etc. ? I was briefly inspired by the summoned monster action/spell mini menus, as that seems to point to the following chain: player->selected spell caster character->magic->level list->summoned creature choice->mini menu i think im trying to invert/add one step: player->selected spell caster character->spell list->level list->mini menu->creature summoned
- 1 reply
-
- 2
-
-
i had mixed results with a folder in my override/my_mod/gui/icons/abilities/my_icon_L.jpg and my_icon_S.jpg i was using a grimoire as my test and while being dragged between slots, the large icon loads normally. While accessing the spellbook section, in the upper left corner of the spellbook, the circle image also displays a small version of the icon. HOWEVER, when the grimoire is either slotted on Aloth (or any other wizard) or stuck in inventory (personal or group) the icon reverts to a big red X on white square. This partial success/failure confounds me, though I admit I skipped the Atlas step in this version. my previous attempts with the Atlas method of 2 icons, large and small, were met with no icon at all. I feel as if the fact that at least some of my icons showed up some of the time, means there's more going on than I understand.
-
That PT_Wizard method is the plan. I kind of got lost on the Not-Not and Not:false = True, but I think ive gotten somewhere comparing illusionist restrictions, since the "Illusionist Subclass Reflexive Mirror Passive" is definitely something the illusionist gets approved, and that's listed as "not:false" twice here: "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "5aaf47b3-26c5-4e7d-b536-d6dc58c57fcb" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": -703546052 }, "Not": false, "Operator": 0 } ] }, "VisibilityConditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "5aaf47b3-26c5-4e7d-b536-d6dc58c57fcb" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": -703546052 }, "Not": false, "Operator": 0 } ] } but then Ghostblades, a Conjuration spell, are listed as "Not:true" for two classes: class one: "5aaf47b3-26c5-4e7d-b536-d6dc58c57fcb" - illusionist class two: "56db1331-3f31-4af3-9481-9af56ef0002f" - evoker which also uses a "not:false" to define itself in ""Note": "PL 0 Auto Grant - Evoker Subclass" So Ghostblades' use of Not:True appears here: "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "5aaf47b3-26c5-4e7d-b536-d6dc58c57fcb" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": -703546052 }, "Not": true, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "56db1331-3f31-4af3-9481-9af56ef0002f" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1231916529, "ParameterHash": -924966531 }, "Not": true, "Operator": 0 } ] and there's a handy dandy comma separating the not:true illusionist UUID code from the not:true evoker UUID code. which, if im not mistaken, seems to indicate i can just copy in paste/paste one of these not:true patterns beneath my short list using my new school of magic, and presto it's blocked. block passives probably works the same way as blocking spells.
-
i have come across that user's tutorial which i found equal parts hope and vexation. Hexation? I was able to extract the 70 files which apparently form the spell image I wanted to make snowy colored instead of blue colored, and was able in another program to locate the tint colors, for example, in particle 984 MinMaxGradient startColor UInt16 minMaxState = 2 ColorRGBA minColor float r = 0.5568628 float g = 0.7294118 float b = 0.9254902 float a = 1 ColorRGBA maxColor float r = 0.7450981 float g = 0.8666667 float b = 0.8980392 float a = 1 Gradient maxGradient ColorRGBA key0 the RGB colors, which in my converter worked out to one of the blue colors the spell uses. There were lots of whites, greys, and blues, and my goal was to copy these files identically, with the exception that where-ever the blues were, change those to some shade of white/off white to maintain texture contrast, but wash out the blue. However, that turned out to be non negotiable so far, as i have no program to edit these lines, nor a method of packing them into something i can stick back into my override mod folder. Fhav seems to indicate you can mutilate a graphics file of these categories, but you can't add your own. I think the mod tradition is to take some rarely chosen item, like a sword or hat, and over-write it. the quest for pink fireball continues...
-
ive been reviewing this thread and going over an existing subclass mod for wizards, and while parsing through, I want to basically do the following: 1.create a subclass 1.1 within that subclass and only that subclass, do the following 1.11. knock out/erase access to a banned spell list (in this case necromantic themed spells) "AddAbilityID": "935ce6a1-9e28-4ec4-abdf-e84058a717a8", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", i saw these two lines. They look promising, but append/add is not the same thing as "lock/erase from display icon list" which is my goal. 1.12. add a few custom passive abilities to the far right columns 1.13. delete some passive abilities from the list 1.14. MOVE some existing abilities up/down the level availability tier on the Progression table. analysis: 1. creating the subclass is basically just making a mod folder with its custom icon and tossing it in over ride. Already did this. 1.11 - i have no idea how to do this 1.12 - i can do this 1.13 - i have no idea how to do this either 1.14 - maybe can move tiers of abilities im wondering if the "Note": "PL 0 Auto Grant..." section of "$type": "Game.GameData.ClassProgressionTableGameData, Assembly-CSharp" is where to start.
-
Hrm, Sad Panda, Well i have AssetStudioGui for pulling / compressing whatever unity 3D files, Blender (i made a 3D rapier i want to add later), and some stuff like that. if i can extract the right file, edit the hue in photoshop, then save back in the bundle or as an external bundle, maybe that would work? im willing to give it - whatever it is i have to do - a try. P.S. here's a mini of that rapier small enough to fit in file size. ^^
-
Hi, I've been messing with a mod to add a custom spellbook with custom spells to deadfire with mixed results. After a week ive got a book inserted with spells i can cast (mostly clone fx) but what i'd really like to do is white-wash/washout the color of one spell so it looks like its made of white energy instead of the stock blue/purple energy. i tried using "SelfMaterialReplacementID": "67ce2eba-4e05-48ed-b1fe-75d878a53dea" which is described as "Material": "art/character/textures/effects/whiteness/m_default01_v02.mat" and i was hoping the "whiteness" would wash out the hues or something, but it didn't seem to do anything. This makes me think the other materialreplacements like fire, gold, wood, magran/fire, etc. probably won't work at all using my current fail_technique. I was hoping to do stuff like this though - change colors of spells, maybe even make a pink fireball. Much advice requested. Been semi functionally modding deadfire since Nov 27. (i beat the game by accident last month by 'putting off' all the side quests until i was 'further along' with the main story. oops. been replaying it since and fighting megabosses).