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Testlum

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Everything posted by Testlum

  1. I've brought it up to Maxquest, who will be implementing it in the newest version of the Community Patch
  2. Go for it! I actually went in another direction after I couldn't figure it out, so the idea's free for the taking. I'm not too sure about OneHitUse myself, because Flames of Devotion is also coded that way and I'm fairly certain that both hits will have the bonus Burn damage.
  3. Another day, another complicated idea. I'm trying to turn Barbaric Blow into a Full Attack ability that applies Carnage twice, which sounds simple enough at first. So far what I've managed to come up with is this: No issues with the skill when used with a single weapon (both one-handed and two-handed). However when I try it out with dual-wield weapons, the barbarian's original Carnage only applies on the primary weapon attack, while Barbaric Blow's Carnage applies for both primary and secondary weapons. At first I thought it was due to stacking conflicts, but even after changing the ApplicationBehavior for all StatusEffects from the barbarian's original Carnage, it still won't apply Carnage on the secondary weapon attack. Another potential cause I tested was whether Full Attacks only applied Carnage once, but that wasn't it either. Unmodded Barbaric Blow will apply Carnage for both primary and secondary weapon attacks. Help appreciated!
  4. This sounds like an awesome project! If the Tyrant of Decay fight is too hard, what about swapping it out with alternate enemies instead? I can't remember if the dialogue specifically mentions what enemy you faced in the first bout of the arena.
  5. Holy crap, you can use append to remove abilities? That's amazing for modularity, will be hella useful if ever I want to swap out abilities in the future.
  6. Was looking for a way to do this - Glossary entries are contained inside the gui.gamedatabundle.
  7. Hi guys, over the past couple of months I've been working on a few mods for Pillars of Eternity: Deadfire. Now that I've completed them, it's time to share: My Custom Catalogue mod adds enchantments and upgrades to some of the unique items in game that don't do anything except look pretty. It also adds a few new unique items including Xoti's hood and Mirke's tricorn. My Subclasses & Abilities Reworked mod looks to provide new options by adjusting certain subclasses and abilities to make them more appealing. For example, all of the wizard subclasses no longer lock you out of two schools. Instead, specialized wizards have longer recovery times. Some higher tier abilities are also changed to make it more appealing to go single-class. Finally, my Multiclass Names Redux mod simply changes a large number of the multiclass names into better sounding ones.
  8. Thanks for explaining, that certainly makes more sense. I've actually read that thread, but wasn't too sure still so I figured I'd ask. For reference, I believe you're talking about this post:
  9. I'm trying to understand how Unbending is programmed in Deadfire. In the DPM, it's reworked to regenerate 50% of damage taken per 1s over 12s. So if you take one hit of 100 damage, assuming 10 Might, 10 Intellect and no bonus Power Level, you'd eventually regain 100 x 0.5 x 12 = 600 damage. Is this how the calculations work, or am I missing something?
  10. Oh, that looks promising, thanks a million. I'll see what I can do with it on the weekend!
  11. Hi guys, as the title says, I'm looking for a way to make a passive ability that activates when a character's power pool hits 0, and deactivates whenever the character regains resource. The only way I can figure out to make this work would be to make a StatusEffect for ApplyStatusEffectOnEventWithChance, where the base chance to apply is 1 and every point of resource adds a -1. However, that wouldn't disable the effect when the character regains resource. Any tips?
  12. Hi Elric, we talked a while back about me adopting some of the changes in the BPM for my own mod. My idea for overhauling the Enchanter subclass was to replace Free Action with 'metamagic' style abilities. For example, I tried making an active ability that adds 30% bonus AoE to the next wizard spell cast, but couldn't get the code to work. If you like the idea, maybe you can take a shot at it.
  13. Oh that makes sense, thanks for clarifying - I didn't consider that there would be different tags for approving of anti-Deceit vs. disapproving of Deceit. Incidentally, I find it odd that Maia approves of pro-Provincial views, given her character I'd say she's the complete opposite.
  14. About the above post - I'm editing some tags that seemed out of place and I came across the UUID: e19a6f92-2165-4e34-be10-c65e8de970eb for strength, which wasn't included in your list. For reference, I found during the final Courier's Calling reference with Maia for Tekehu's reaction. He ended up with 3 negative pips on his relationship to Maia. PS. Xoti is anti-Deceit, not pro-Deceit.
  15. I want to give Eder a Ranger multiclass, so I've used console to give him a level in Ranger and added a Boar companion manually. Is there a way to give the Boar a name?
  16. Yes, that's what I did to test it. It's alright, I decided to just add a new AutoGrant passive for the subclass instead, though getting that to work in itself is also another thing I need to figure out...
  17. I'm trying to mod the Psion's Soul Mind passive to grant an additional 10% AoE for Echo spells. From what I've read, the steps to do so would be to create a new StatusEffect GameObject for the AoEMult, then stapling it to the Soul Mind ability. When I did that, I managed to get the AoE bonus to appear in the tooltip but it doesn't actually increase my AoE size in combat. The only issue I can think of is the fact that Soul Mind is listed as a FocusTrait instead of a GenericAbility. Am I on the right track?
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