Hi all,
This is the first time I've attempted to do this, partly inspired by not seeing the exact manifestation of what I was after "in the wild" yet, and having downloaded a few broken mods today.
(One completely crashes the system, and the other doesn't do what it's meant to).
So, I thought I'd have a go at it myself. Always wanted to do this. (Fwiw, I'm reasonably proficient at python and BASIC).
I've borrowed some code from both this forum, and two of the mods I downloaded earlier, to get the exact IDs for the two figurines my party happens to have in their possession right now.
Right now, I've got this. I've tried a few iterations including the obvious changing UsageType to "perencounter" and UsageValue to 1, but I'm always stuck with the "1 use per rest" field at the top, and even though the code is as below, there are completely different values for the "per encounter" part.
{
"GameDataObjects": [{
"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
"DebugName": "Figurine_Ivory_Wurm_Ability",
"ID": "d98a8643-5ebb-4da4-91bb-5cbe7d3090b1",
"Components": [{
"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
"UsageType": "None",
"UsageValue": 0
}]
},
{
"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
"DebugName": "Figurine_Obsidian_Lamp_Ability",
"ID": "b26b209e-f7e3-4b88-a9e1-af13f7328d8d",
"Components": [{
"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
"UsageType": "None",
"UsageValue": 0
}]
}
]
}
I'm pleased to say that it loads into the game perfectly, but I'm still stuck with the "1 use per rest part", and as you can see below, there are completely different values for the "per encounter" part.
I've been trying everything in these threads and copying code from these mods, but I can't get it to work. I'm missing something. What I'm after is a simple 1 use per encounter for the summoning figurines. As much as anything as a proof of concept.
For some reason, the "per encounter abilities" part of this mod here works fine, but the "per encounter items" counterpart, also included, crashes my system.
https://www.nexusmods.com/pillarsofeternity2/mods/93?tab=description
As an example from it, this is an attempt to make a single reusable stack of five potions which refreshes after each encounter. That reads like sense to me, but for some reason it crashes my computer.
{
"$type": "Game.GameData.ConsumableGameData, Assembly-CSharp",
"DebugName": "L1_Potion_of_minor_healing",
"ID": "a2ed8ea3-34a3-4e8f-8ac0-652a9ffd3ccb",
"Components": [
{
"$type": "Game.GameData.ItemComponent, Assembly-CSharp",
"MaxStackSize": 1
},
{
"$type": "Game.GameData.ConsumableComponent, Assembly-CSharp",
"UsageType": "PerEncounter",
"UsageCount": 5
}
]
}
https://www.nexusmods.com/pillarsofeternity2/mods/137?tab=posts
If anybody could point me in the right direction, I would be eternally grateful.
As an aside, besides full-blown "programming games" like PCROBOTS about 20-odd years ago, I have literally never seen anything even approaching this level of scripting in a game and it's frankly amazing. I can and do spend hours just trying to tweak the encounters so that I can ideally get a fight to go my way completely hands-free. Thank you very much to the authors.
Regards,
Michael