Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by nightcobra

  1. This bug happened to me as well, in my case it happened on my recent playthrough i started after buying the season pass a few days ago as i wanted to play through them with the turn based combat system.
  2. 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): { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Concelhauts_Parasitic_Staff", "ID": "f16dfb75-6526-46dc-903c-872d9eccb71e", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7", "92121659-013a-42d7-9ee7-7eb05fe34a63"], "DisplayName": 401, "Description": 843, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "GenericSpellCast1", "Icon": "gui/icons/abilities/wizard/concelhaut_parasitic_staff.png", "UsageType": "Spell", "UsageValue": 0, "AbilityClass": "Wizard", "AbilityLevel": 1, "IsPassive": "false", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "DurationOverride": 0, "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": ["7d150000-0000-0000-0000-000000000000", "ChangeForm"], "UnrealCall": "", "FunctionHash": 998426332, "ParameterHash": 413157789 }, "Not": true, "Operator": 0 }] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "ef01fb28-3c28-4672-92c6-06caa12ff964", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "5adb80c9-5a7f-4e44-a2de-2e0a7921777e" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" }] }, { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Concelhauts_Parasitic_Staff_Summon", "ID": "2ff7c1fb-681e-44e7-83ba-a6db84268ed6", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7", "92121659-013a-42d7-9ee7-7eb05fe34a63"], "DisplayName": 401, "Description": 843, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "GenericSpellCast1", "Icon": "gui/icons/abilities/wizard/concelhaut_parasitic_staff.png", "UsageType": "PerRest", "UsageValue": 1, "AbilityClass": "None", "AbilityLevel": 1, "IsPassive": "false", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "DurationOverride": 0, "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": ["7d150000-0000-0000-0000-000000000000", "ChangeForm"], "UnrealCall": "", "FunctionHash": 998426332, "ParameterHash": 413157789 }, "Not": true, "Operator": 0 }] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "ef01fb28-3c28-4672-92c6-06caa12ff964", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "5adb80c9-5a7f-4e44-a2de-2e0a7921777e" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" }] } try changing the values on the highlighted section and see if there's a difference in damage and duration of the spell (haven't tried this yet so i'm not sure if it'll have the desired effect)
  3. 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 changing of the attribute cap of 35 (if you want to create your Overpowered or Underpowered character you can decrease or increase the attribute cap): "MaxAttributeScore" Only thing i'm not managing to figure out is how to alter skill point progression per level, has anybody figured it out?
  4. tried looking through the global file for the ability/skill points per level but didn't find anything, now i'm looking through the progressiontables file, though it's a bit confusing to sort out the info. if anyone can find where those specific sections of code are i'd very much appreciate it
  5. 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.
  6. The only real problem i had on POE1 was the loading times and a bit of a slowdown in the "cutscene" before the final boss, aside from that it ran well. I hope it stays relatively the same for POE2
  7. I just hope my laptop can run it since i could play POE1 on it specs: Processor: Intel® Pentium® CPU N3540 2.16GHz RAM: 8,00GB GPU: NVIDIA GeForce 920M
  8. 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.
  9. 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.
  10. 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 sorts of questionable decisions. Its unclear why this is a companion quest at all, let alone the pretence that she's making a decision. She's just deferring to the player, in a way that seems like she's looking for an excuse to avoid the responsibility of making the decision herself. That in itself can be a compelling hook for her progression in POE2, a paladin unsure of her own place in life and thus shirks responsibility so she can avoid dealing with it even though she despises hylea and the gods for not taking responsibility for their actions.
  11. You overclocked a laptop? it's a factory model feature, it's technically an overclock but it's just a default thing of the model.
  12. I don't think so, most potatoes are 32-bit - I think you may have to upgrade to a pumpkin. He could use a Yam instead if the pumpkin is out of his price range
  13. 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)
  14. i think a good comparison to sidekicks would be fallout 3 companions, you do a quest to get them and that's basically it.
  15. I'm guessing if there are new abilities in the DLCs they'll be quest related like the watcher powers or the scalebreaker ability in POE1
  16. 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
  17. 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
  18. A good example is Pallegina herself, since the beginning she's seen animancy as something to be pursued and studied.
  19. sure but a group can only do so much, as a priest of ondra might say "You can fight against the tide but inevitably it will...it will...I forgot"
  20. Some noble looking outfits/armors would go a long way to get into the mood of more diplomatic quests. clothes like this for example: PS: I imagine a noble orlan's outfit to be very similar to what a halfling would wear, something like this?
  21. 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 pillars 1,
  22. 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.
  • Create New...