
Duncra
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Thank you @Kvellen I think I understand my initial mistake. I had previously been editing wholesale one of Henric's component lootlists (Store_09_PM_Market_BaseInventory","ID":"51192de0-6c00-4c49-b503-bcaa10c18c18"), and I erroneously used that GUID for the new code in this thread (the loot list not the NPC container itself). Whereas I should have been referencing the final scene container itself, Henric the NPC GUID which you provided helpfully. I also figured out now the reason for the PrintInstance oei_hovered instruction in the thread because that NPC GUID for Henric was nowhere to be found in the files I am used to scouring for various GUIDs to mod (i.e., files located at exported\design\gamedata). Got all that now. The actual container names in the scenes themselves must be buried in other files and it is just easiest to load the application, play and use the console to grab the relevant GUID. Or use a site like Pillars of Eternity Wiki which helpfully includes GUID references for NPCs, which I saw after reading your response. So I believe I am exceedingly close I think to figuring this out, but I'd be damned if my revised code still does not work... Is there per chance any other glaring things I got messed in trying to use this hook. Here is the updated code: { "$type": "Game.GameData.LootListGameData, Assembly-CSharp", "DebugName": "MyCustomLootList", "ID": "0ca6481c-8359-4936-b5a0-1090360fd697", "Components": [ { "$type": "Game.GameData.LootListComponent, Assembly-CSharp", "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "OutputMode": "All", "Items": [ { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 1, "MaxCount": 1, "Weight": 1, "ItemID": "d8bd35e5-cb56-4909-b5ff-b60705ab3c5b", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" } ] } ] }, { "$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp", "DebugName": "Henric_NewGrimoireAdded", "ID": "6f9c7afc-12e3-46ce-ac72-5677764bf193", "Components": [ { "$type": "Game.GameData.ModScriptHookComponent, Assembly-CSharp", "RunOnlyOnce": "false", "SucceedOnlyOnce": "true", "Script": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsInActiveScene(Guid)", "Parameters": [ "2c8238c9-7a86-4394-b5e6-45c6a1d0bf10" ] }, "Not": false, "Operator": 0 } ] }, "Scripts": [ { "Data": { "FullName": "Void GenerateLootListInto(Guid, Guid)", "Parameters": [ "2c8238c9-7a86-4394-b5e6-45c6a1d0bf10", "0ca6481c-8359-4936-b5a0-1090360fd697" ] }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ] } As you can see I created my custom loot list, put my grimoire GUID in it (item of 1), then used the new code from this thread as revised to use the NPC container GUID from the scene which you shared, not one of its component loot lists, in the hook. Still not getting the new item (my custom grimoire to load), exiting and re-entering port Maje still nothing. The old code I have where I just edit the NPC's loot list directly is still working, but that I know can conflict. Anywho, if you still looking at the thread let me know if you have further insights.
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hey, cannot figure out what I am doing wrong... I am trying to update a mod I have that regenerated from scratch the loot list of a store with a new item using this better method that will not conflict with other mods, but cannot seem to get it to work... { "$type": "Game.GameData.LootListGameData, Assembly-CSharp", "DebugName": "NewGrimoire_Inventory", "ID": "cccf24eb-e291-4c9f-a6bd-b6c238061763", "Components": [ { "$type": "Game.GameData.LootListComponent, Assembly-CSharp", "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "OutputMode": "All", "Items": [ { "Conditional": { "Operator": 0, "Components": [] }, "OutputChance": 1, "MinCount": 1, "MaxCount": 1, "Weight": 1, "ItemID": "d8bd35e5-cb56-4909-b5ff-b60705ab3c5b", "LootListID": "00000000-0000-0000-0000-000000000000", "LockedVisible": "false" } ] } ] }, { "$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp", "DebugName": "NewGrimoire_AddedTo_Store_09_PM_Market_BaseInventory", "ID": "57953514-d4b5-41a9-a290-dcfb86ce891d", "Components": [ { "$type": "Game.GameData.ModScriptHookComponent, Assembly-CSharp", "RunOnlyOnce": "false", "SucceedOnlyOnce": "true", "Script": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsInActiveScene(Guid)", "Parameters": [ "51192de0-6c00-4c49-b503-bcaa10c18c18" ] }, "Not": false, "Operator": 0 } ] }, "Scripts": [ { "Data": { "FullName": "Void GenerateLootListInto(Guid, Guid)", "Parameters": [ "51192de0-6c00-4c49-b503-bcaa10c18c18", "cccf24eb-e291-4c9f-a6bd-b6c238061763" ] }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ] }
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To begin with I love multi-classes and all my characters are multi-class. I don't play on very hard difficulty levels and more into the roleplay aspects of the game. Main character is: Templar = Paladin (Kind Wayfarers) & Priest (Eothas) This character is a tank using Xoti's Lantern for party buff from Thrashing Aura, and I max out Religion (which in addition to adding the Thrashing Aura buff, fits nicely in the roleplay aspect of the character). I like using Maces with this character for armor modal. Also as a priest I use this character in a buffing role, and using the Godlike, nature race adds a nice power-up. I also love love love the joint Paladin and Priest personality affinity system, which based on my choices of subclass provide my preferred all around kind and good guy roleplay. Then the buffs the personality affinity system provide to the character (Paladin: defense; Priest: offensive cleanse area for vessels) are amazing. Every time I restart the game I try to do a different combination for the main character but then quickly scrap it and restart with this OP build. Then after maxing out affinity for the scripted companions including completing their side quests, I then create the following additional characters. Mindstalker: Rogue (Street Fighter) & Cipher (Soul Blade) This character is a DPS, dual-wielding melee death god-like god. Soul Annihilation is the best part of this build and melts through enemies. I also lean into the riposte mechanic by equipping the Casita and maxing out his intimidation passive. I also add Mechanics skill to this character since it fits roleplay wise. Warden: Fighter (Tactician) & Druid (Fury) This character I max Athletics and Metaphysics with a thunder pistol Cadhu Scalth shield build. The protection this character has against spells is solid and in turn is my primary magic DPS caster. I rarely shift with her. I make sure godlike, moon for the regeneration benefit which she rarely needs. My Mindstalker helps to flank all enemies so this character can frequently gain the Brilliant inspiration. Sage: Monk (Shatter Pillar) & Wizard (No class) This is my primary DPS two-handed powerhouse. The Citzal's Spirit Lance (summoned) is its primary weapon mid- to end-game. The magic self-buffs that are free to cast make the Wizard class a huge benefit to any melee build. It is insane to me that you can cast 10+ free buff spells in a row without using up your turn and still attack (or in this character summon the spirit lance then attack next turn). Wildrhymer: Ranger (Sharpshooter) & Chanter (Troubadour) This is my primary DPS ranged powerhouse. I use the Red-hand which is quite powerful against most enemies. And my primary use of the chanter role is summoning some type of beast or spirit to assist in battle. I would imagine this team would work very well on POTD but I don't even know since I never play above Classic difficulty.
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Hi not sure you are are going to be seeing this comment and can direct me to how to do something similar but with the character creation icons. I have a draft mod that does not load a PNG file into the "Culture and Backgrounds" section of the character creation menu (everything else functions). { "$type": "Game.GameData.BackgroundGameData, Assembly-CSharp", "DebugName": "Herbalist", "ID": "06e1778d-b0f9-4cce-a0e1-119f8c85014c", "Components": [ { "$type": "Game.GameData.BackgroundComponent, Assembly-CSharp", "DisplayName": 6601, "SummaryText": 1225, "DescriptionText": 6701, "Icon": "gui/icons/gamesystems/background_herbalist_1.png", "SkillsList": [ { "SkillID": "1b26af87-fd19-4dc6-9380-4f5cec7aefd5", //alchemy duh "Value": 4 }, { "SkillID": "9c7962b8-bf69-4670-ba67-acc86a09fca8", //survival seems reasonable "Value": 2 } ] } ] } I created a custom PNG, (also attached), but the image does not load into the menu, everything else works though
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welcome thoughts, comments, feedback. I love em though!! Templar [MC]: Hand of Bërath Priest (Berath) Paladin (Shield bearers) Race (Nature Godlike) Primary role (Tank) Additional roles (Healer, buffer, DPS magic with scrolls) Weapon style (Sword and shield) Primary mid-game weapon (Sword: Min's Fortune) Primary end-game weapon (Flail: Magran's Favor) Small Shield (Xoti's Lantern for thrashing aura) Active (Arcana 20+) Passive (Religion 20+) Hunter: Flavio del Maricón Ranger (Sharpshooter) Cipher (Beguiler) Race (Orlan) Primary role (DPS ranged) Additional roles (Crowd control) Weapon style (Two-handed) Primary mid-game weapon (Arquebus: Red hand, for 2 shots per turn) Animal companion: Boar Active (Mechanics 20+) Passive (Bluff, Survival, Streetwise) Sage: Tama Pièdmont Monk (Shatterpillar) Wizard (No subclass) Race (Aumaua) Primary role (DPS melee) Additional roles (None) Weapon style (Two-handed) Primary early-game weapon (Summoned staff) Primary late-game weapon (Summoned lance) Headgear (Thaos Headdress) Active (Alchemy 20+) Passive (History, Insight, Diplomacy) Swashbuckler: Jack Spãrrow Rogue (Streetfighter) Fighter (Unbroken) Race (Human) Primary role (Tank) Additional roles (DPS melee, debuffer) Weapon style (Sword and shield) Primary late-game weapon (Sabre: Aldris Blade of Captain Crow) Medium shield (Lethandria's Devotion) Medium armor (Casità de Samilta) Headgear (Fair favor) Active (Sneak 10+, Sleight 10+) Passive (Intimidate 20+) Theurge: Saruwūman the Blue Chanter (Troubadour) Druid (Fury) Race (Moon godlike) Primary role (DPS magic) Additional roles (Healer, summoner, debuffer, buffer) Role (DPS magic, summons, buffing) Weapon style (Sword and shield) Primary early-game weapon (Scepter: Any, for modal) Primary late-game weapon (Wand: A Whale of a Wand) Large Shield (Cadhu Scalth, for scaling buffs) Active (Athletics 20+) Passive (Metaphysics 20+)
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