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Everything posted by nightcobra
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try making an override folder in PillarsOfEternityII_Data and put a copy of the abilities.gamedatabundle file located in this directory Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\design\gamedata. then you can edit the abilities.gamedatabundle file you put in the override folder for example, open it with notepad++ and then search for the spells you want to alter (like ctrl-F concelhaut) example for concelhaut parasitic staff (you'll see this code): { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Concelhauts_Parasitic_Staff
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By now we already know we can alter progression through the global.gamedatabundle just by changing the numbers bracket following these lines of code (just ctrl-F the code segments below to find them in the file). for powerlevel progression: "SingleClassPowerLevelByCharacterLevel" "MultiClassPowerLevelByCharacterLevel" for proficiency progression: "WeaponProficiencyPointsByCharacterLevel" for attribute allocation in character creation (not a per level thing per se but it's here for people that want to know): "CharacterCreationAttributePoints" for changin
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Don't know if anyone else is having this issue. I'm guessing it's due to the 3d model or something but when i try to move an item to equip the game seems to slow down quite a bit and sometime the game fails to recognize that i'm trying to click the items onto the character. A minor issue to be sure but it can add up since i'll be using the inventory screen loads of times in the playthrough.
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The save import may have been borked, i know his eder stayed in dyrwood as a mayor and when he talked to him in POE2 eder said he joined the night market and a captain called him a dragon slayer even though in POE1 he never killed a dragon. if a dev manages to catch this they might want to look into import inconsistencies before the 8th of may.
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Instead of not being able to cast spells from other schools, wouldn't it be better to double the resource cost of those spells? Don't know if that'd make the penalty negligible, but IMO a doubled resource cost to cast a spell seems an appropriate penalty.
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Yeah, I don't think much of her or her 'quest' for this reason. She's a woman without agency. She takes a stranger she just met (who may or may not have murdered her countryman) to her ambassador, gets shirty if said stranger didn't intervene on her behalf with the local representative about an issue they knew nothing about. And expects the stranger to give her permission to break an already arranged treaty because... she personally doesn't like it very much. And this can happen in the space of a day or so, or an extended period of time where she gets to watch said stranger make all so
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the first game ran well for my laptop, the load times were atrocious though taking about 2 minutes to load a game and around half a minute between each transition. and there was also a slow down at the "cutscene" right before the final boss fight My cpu is probably what is dragging the game down, a N3540 intel processor 2.16 GHz (overclocked by default to 2.66 GHz)
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well to put it simply: companions: have large amount of dialogue, banter and come with a personal quest along with their recruitment quest (the recruitment may not be in some companions like éder and aloth since you'll probably start with them) sidekicks: small amount of dialogue/banter, come with a recruitment quest but don't have a personal quest. custom party character: none of the above
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I agree, soul power can ride (I don't know if it's the right verb) through copper just like electricity (but with memory), maybe in the future they'll use latent souls in the air to power up things. we know that wizards in order to cast spells they use soul fragments (soul plancton for who remembers the stream) in the air to gather power for the spells. wouldn't surprise me to see one with copper wired container that is designed to fill up with souls fragments, maybe a adra container lined with copper. it'd kinda be like a soul battery
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do you mean the smart camera system they implemented recently? it's just a feature that locks the camera to be centered on your party, so you can explore without dragging the mouse everywhere. No, take a look at this video starting at second 40: Might just be the world editor but don't see why you could not have the same thing in the actual engine when the editor lets you do that. Also: Yay, for centered camera and welcome to the 21st century :D I think that was just for lighting testing purposes, the background is still flat when rotated and thus it'll probably be like pi