Testlum
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Testlum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Hmmm, I already made it work for my own personal mod, but I also changed it so that the damage/accuracy/penetration now scales with character level instead of PL. All fists now deal 10-14 base damage. Monks will get +35% Damage, +4 Penetration and +1 Penetration at level 1, while UMT will only give +20% Damage at level 1. gn_fists.gamedatabundle
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Don't forget, Tuotillo's Palm will also inherit the Monk / Monastic buffs so you may have to change that as well. Personally I would go the route of modding the base damage to be lower and having a larger level 0 buff to damage% so that it isn't optimal to simply whack things with your fists from level 0.
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The simplest way to fix this seems to be to set identical stats for non-Monastic / Monastic / Monk fists, then offload the buffs onto the Monastic Training / Transcendent Suffering abilities, since you can set a base value bonus for damage/accuracy/penetration that applies without accounting for PL. That way both PC and NPC monks will have the same stats for their fists.
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Wait, that works? I didn't realize that AttackTarget could include the status owner as a target, but rather that it would only function as a filter for the status owner's attacks. In any case, what I'm trying to do is to create a status that causes its owner to have -5 All Defenses when Flanked. Will give this implementation a shot when I get the time, thanks!
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Is it possible to make a Status Effect that activates when the character it's affecting has the Flanked affliction, and deactivates when they're no longer Flanked? I know it's totally possible to do this using Abilities (i.e. Tactical Dilemma), but can't find the method for this to work with only the Status Effect code.
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Honestly, I was considering whether I wanted to go through the effort of replacing the Flanked portion of Perception Afflictions too. It would also remove Streetfighters being able to Flank themselves for a massive powerboost via blunderbusses. I sketched out something like this: Distracted: -5 PER, +25% Recovery Disoriented: -5 PER, +50% Recovery, 25% Hit-to-Graze Blinded: -5 PER, +100% Recovery, 25% Hit-to-Graze, -50% Range Still, you're right about it being quite a big change. Not to mention, it's going to take some work going through all the StatusEffects.
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It is certainly strange. I don't think it is the OnLaunchesAttack trigger that's malfunctioning, because I used something similar for my modded Enchanter to cast an AoE after each Enchanting spell cast. My best guess is perhaps something's broken about the AttackOnApply effect, but I'll need to do some more testing too.
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For the Stewardship/Autonomy question, character topic preferences are captured inside the characters.gamedatabundle file. It looks like what sets them apart from Aloth's other topics is that they also have conditional data: { "TopicID": "3d28fa9d-5127-4b6a-af14-9c4769f17720", //Autonomy "Axis": "Positive", "WeightID": "c131acce-6af4-4d78-b0e2-48b26e6631b1", "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "3" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454095 }, "Not": false, "Operator": 0 } ] }, { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454094 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean CompareGlobals(String, Operator, String)", "Parameters": [ "n_Aloth_authority", "LessThan", "n_Aloth_autonomy" ], "Flags": "", "UnrealCall": "", "FunctionHash": -679574504, "ParameterHash": 1073915269 }, "Not": false, "Operator": 0 } ] } ] } }, { "TopicID": "62b80708-269f-4bc6-a737-5f328db35370", //Stewardship "Axis": "Positive", "WeightID": "c131acce-6af4-4d78-b0e2-48b26e6631b1", "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "2" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454096 }, "Not": false, "Operator": 0 } ] }, { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454094 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean CompareGlobals(String, Operator, String)", "Parameters": [ "n_Aloth_authority", "GreaterThanOrEqualTo", "n_Aloth_autonomy" ], "Flags": "", "UnrealCall": "", "FunctionHash": -679574504, "ParameterHash": -1459997686 }, "Not": false, "Operator": 0 } ] } ] } } ], Not quite sure how to fix the issue, though.