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Inventory sorting should persist Merchant buy screen should display item quantities (regardless of item types) in inventory Ability to throw melee weapons Ability to disarm, pick up, and lay mines Ability to toggle off companion helmets while not in combat Ability to slide by running and then crouching Ability to climb ladders at any point on the ladder Ability to toggle dynamic tessellation/LOD/texture resolution (sounds related to InstaLOD or DX11 distance-based tessellation; the distance is too short so you get obvious pop-in issues) Ability t
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necrocannibalistic started following fireundubh
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Major Bug Unlimited Anything
fireundubh replied to Obron's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Awesome find! -
Yeah, I'm aware of this but sadly, this mod needs to change "MaxLevelAdjustment" value for each character, that is 1748 modified objects in total. It would be pointless to create a separate file with so many modified objects so I need to find a way how to extract just the "MaxLevelAdjustment" object. I was not successful yet. MaxLevelAdjustment is a property of the CharacterStatsComponent. You can't extract just that object. I'd just copy over the 1,748 modified CharacterStatsGameData objects to a new file. There's a lot more data in characters.gamedatabundle than just CharacterSt
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Hate to cross-post, but this mod needs to be repackaged. There's no reason to distribute the entire characters.gamedatabundle. Place the modified objects into a new .gamedatabundle file. Otherwise, this mod is incompatible with every mod that changes any of the objects in characters.gamedatabundle, as well as future patches. There's no way to manage load order, currently, so it's also needlessly difficult for other modders to check for incompatibilities.
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No, both 1.0.2 and the CDP set the Minor change strength value to 1. The CDP does this in data while the 1.0.2 patch hardcodes it for dispositions only. However, as Josh noted in a recent livestream, the CDP also slows down reputation gain and relationship gain because the disposition, reputation, and relationship systems all use the same Minor, Average, and Major change strength data. This thread is about hopefully convincing OEI to make these systems use different Minor, Average, and Major change strength data, so they can be properly tuned and balanced separately.
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My approach to circumventing the work required to execute #4 would probably look something like this. Code: private static readonly IList<KeyValuePair<Guid, Guid>> ChangeStrengthMap = new List<KeyValuePair<Guid, Guid>>() { new KeyValuePair<Guid, Guid>(new Guid("54772c0d-cf3f-4589-8cab-9f3601d575c2"), new Guid("d41180a5-fb16-4b07-996c-dc73ea45ca2c")), new KeyValuePair<Guid, Guid>(new Guid("71c858fe-7c4b-432a-a105-c518319eaed7"), new Guid("122f590f-e442-4919-a247-454158c99032")), new KeyValuePair<Guid, Guid>(new Guid("e19a6f92-2165-4e34-b
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In factions.gamedatabundle, the change strength amounts and disposition rank thresholds were unchanged. In fact, 1.0.2.89 did not change any game data except localization and some conversations. What the 1.0.2.89 patch did though was hardcode the Minor change strength value for ChangeDisposition. Disposition.ChangeDisposition() - 1.0.1.64 vs. 1.0.2.89 This value can no longer be overridden by mods (for dispositions), at least not without using the Patchwork framework. This isn't a major issue, but this approach makes changing this value (for dispositions) unnecessarily difficult.
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Awesome! Thank you for the heads-up. edit: I see it now! case Portrait.Style.ConversationLarge: return (!this.m_textureConversationLarge) ? this.m_textureLarge : this.m_textureConversationLarge; case Portrait.Style.ConversationSmall: return (!this.m_textureConversationSmall) ? this.m_textureSmall : this.m_textureConversationSmall;
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In PyCharm, you just press Ctrl+Alt+L. Note that some of the JSON files are not formatted correctly to begin with, so it's useful to have an IDE, like PyCharm, that will highlight the errors so you can fix them before trying to pretty print them. The JSON library that OEI uses is a lot more tolerant of these errors than pretty printers, so they're not issues in the game.
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Looking at how conversation textures are loaded: private void LoadConversationSmallTexture() { if (!string.IsNullOrEmpty(this.m_textureConversationSmallPath)) { this.m_textureConversationSmall = Portrait.LoadTexture2DFromPath(this.m_textureConversationSmallPath, 76, 96); } this.NotifyChanged(); } I'm not sure what happens when m_textureConversation[small|Large]Path is empty, but if it is empty, it would be preferable to fallback to m_texture[small|Large]Path, so that we can create large and small portraits without worrying about also creating large and small conversation portraits.