Testlum
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Hello! Hopefully someone can figure out what's going on here. My goal is to mod the paladin's Faith and Conviction ability to depend on disposition for the Watcher only, and to scale based on level for all NPCs and companions. Right now, I'm trying to replicate it with the conditional from Heart-Chime Amulet's code. This specific edit is meant for the level-scaling option. If it works as intended, the Watcher's F&C won't grant any bonuses while all other paladins will benefit. That said, it doesn't work and the Watcher still gets the bonus. Any thoughts? { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Faith_and_Conviction_SE_Defenses", "ID": "e201a7be-f1ef-49ad-b76e-160542e27d5b", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": 5, "DynamicValue": { "Stat": "PaladinOrder", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 0, "Operator": "Add" }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean AreGuidsSameObject(Guid, Guid)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "7d150000-0000-0000-0000-000000000000" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, "PowerLevelScaling": { "UseCharacterLevel": "true", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0.25, "DurationAdjustment": 0 } } ] },
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How does negative Power Level work? I tested this with the Lifegiver subclass, and apparently having negative PL doesn't merely apply the flipped values of its positive counterpart. Lifegivers always have a default bonus of +2 Rejuvenation PL, but lose 4 Rejuvenation PL after Spiritshift ends, so they end up with a total of -2 Rejuvenation PL. Before: After: EDIT: Ah, nevermind, found an answer here: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/inversions
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For future reference, a 'cleaner' way to solve this would be to find the "Form_Of_The_Fearsome_Brute_SE_ChangeForm" statuseffect in statuseffects.gamedatabundle, since ChangeForm is what makes your character turn into the Ogre. At the very end of that part, you'll find a "ChangeFormEffectComponent" with "TempAbilitiesIDs". The GUID in abilities.gamedatabundle leads us to "Form_Of_The_Fearsome_Brute_Passive", which has a bunch of different statuseffects. From there, you can find out which one is "Form_Of_The_Fearsome_Brute_SE_DisableSpells" and delete it. Of course, it can be fairly annoying to hop through different files, so your method is perfectly valid if it works too.
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Portraits V
Testlum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Portraits V
Testlum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Modding Questions
Testlum replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Looking at the statuseffect.gamedatabundle, there is actually a status called AFF_Prone. Can you use it as a prerequisite on the target enemy for your bonus Accuracy to activate? -
A lot of the Wall spells (i.e. Wall of Draining, Wall of Frost) seem to have been intended to have 20s durations based on the game's code. In particular, this would make Wall of Draining keep the same duration it had in PoE1. However, the DurationOverride parameter seems to be non-functional, so they instead have the default 30s duration.
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One of my future projects involve overhauling the druid subclasses, and coincidentally it involves repeatable Spiritshifts. Haven't actually tested yet, but this might do the trick for "repeatable" Spiritshifts: Give Spiritshift unlimited casts but only able to be cast with a trigger status effect active on the character Apply trigger to self at the start of combat Spiritshifting clears the trigger Apply trigger on doing X action Spiritshift again!
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What if you tied it in with Telekinetic Burst? Given its function of shoving enemies away, it's clearly meant to give the psion some space to gain Focus. I could envision something like enemies being struck by Telekinetic Burst not being able to disable Soul Mind for X seconds. Granted, that sounds like a hassle to put together in the code.
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Here's some stuff I discovered about Sworn Enemy, with two paladins A and B in the same party: If A casts Sworn Enemy on an enemy, that enemy only takes bonus damage from A. B's Sworn Enemy does not override or stack with A's Sworn Enemy. If an enemy is already affected by A's Sworn Enemy and B also casts Sworn Enemy on them, nothing happens except for B losing a point of Zeal. If B's Sworn Enemy is upgraded (i.e. Pallegina's Mark of the Five Suns), it will affect the enemy parallel to A's Sworn Enemy. Both paladins deal bonus damage.
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I found a way! Not through the console, but apparently animal companions are also stored in characters.gamedatabundle, with their display name being a stringtable entry. Theoretically, it should be possible to make an animal companion identical to the vanilla ones in every aspect except for their name.