Everything posted by ydaraishy
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Questions on modding status effects
ydaraishy replied to yogurtking's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Did you actually wrap it in a GameDataObjects bundle? Check the output_log.txt file to see if the game picked it up as well.
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Just updated for 1.1! Ready at Nexus.
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[Help] FunctionHash and ParameterHash
ydaraishy replied to GravitonGamer's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)It doesn't look like things break if you change the parameters, so...
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Fixing some broken JSON in the bundles?
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)I don't use notepad++, I use jq, which presumably is a bit stricter about correct JSON.
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Fixing some broken JSON in the bundles?
Some of the JSON in the stock gamedatabundles seem to be invalid, e.g., Brigandine_Armor_Exceptional in items.gamedatabundle has an EquippableComponent with ItemModsIds has '"ItemModsIDs":[,"2f868d39-3962-4a62-a656-041121931423"]'. Perhaps all EquippableComponents have this problem? This chokes on automated JSON processing Is this fixed in 1.1, or can it be fixed for a future patch? (This can be worked around with stream editing, but "[," looks like an invalid JSON sequence anyway...)
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Try asking on the other thread? I don't use it.
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)You want to create a copy of the Spirit Lance GenericAbility and make sure you create the necessary unlocks in the Cipher progressiontable. I still want to post the code used to generate this Priest subclass, but I haven't had the time and I'm still refining it. Suffice it to say it uses jq to perform a lot of the transformations that would be otherwise tedious to do by hand.
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)It's a good argument. I'll have a think about it, and maybe come back to tweaking that. Right now I want to work in some item-specific stuff, maybe sneak in a unique and a lore item somewhere. ed. oh, and make sure everything is happy with 1.1...
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)The damage component exactly the same as the other Holy Radiance except for damage type. Was I less than precise in the stringtable change? I'll check it and and fix tonight if so. edit: It only applies to vessels; the abilities stringtable is correct.
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[QUESTION] Implementing new passive abilities
ydaraishy replied to Not Hypebringer's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Passives as part of a class progression table? Entirely doable.
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Stoic and Rational are favored, Passionate and Benevolent are disfavored. See the other thread I wrote asking about this. The game is choking on that Subclass field there and rejecting the bundle. Don't forget to check the game logs when you don't see expected results.
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[Announce] Priest of Rymrgand
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Thanks for the feedback, all! I'm working on getting some more buffs and damage increases to further offset things and make the subclass a bit more unique. Firstly I'm going to be focusing on giving back Holy Radiance with Freeze instead of Burn and replacing the heal status effect with something else. More to follow.
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[Announce] Priest of Rymrgand
As a Rymrgand devotee, I couldn't help but make this mod. Many thanks to Obsidian for making this quick and easy to put together. Priests of Rymrgand have fun ice and frost spells borrowed from Wizards and Druids, as well as a few decay spells thrown in, but the kicker is they do NOT have access to healing and fire spells as that would obviously be anathema to Rymrgand. This might make Rymrgand priests a little wacky to play, and I haven't playtested this personally, but I hope to get some play testing in and update as time goes on. The mod is attached to this post, or you can get it at Nexus: https://www.nexusmods.com/pillarsofeternity2/mods/46
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CharacterSubClassComponent hardcoded refs?
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)That confirms it. Thanks!
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CharacterSubClassComponent hardcoded refs?
ydaraishy replied to ydaraishy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Yep, I got that; they link to the parent PriestSubclassGameData UUID. It's the Subclass key in the CharacterSubClassComponent below there that's more mysterious. (It's not just a self-reference to the object's DebugName because relying on that is too brittle; hard references like that should be done with UUID.)
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CharacterSubClassComponent hardcoded refs?
Here's Skaen's, for example. { "$type": "Game.GameData.PriestSubClassGameData, Assembly-CSharp", "DebugName": "Priest_Skaen", "ID": "fba5c900-db6d-49e4-af52-4239bed0c811", "Components": [ { "$type": "Game.GameData.CharacterSubClassComponent, Assembly-CSharp", "DisplayName": 2796, "SummaryText": 586, "DescriptionText": 2845, "ForClassID": "f7cb46af-a719-41c0-9a53-107eefdbce2b", "HideInCharacterCreation": "false", "Subclass": "Priest_Skaen" }, { "$type": "Game.GameData.PriestSubClassComponent, Assembly-CSharp", "DeityID": "7c07d110-a545-4d86-90dc-e9a9bde12e73" } ] }, Note that CharacterSubClassComponent has a Subclass keyword that isn't another uuid and this string is only really used in the characters.gamedatabundle. Is this used to index into something that is more hardcoded? What is that actually used for? ed. Answering my own question! I suspect it is used to set internal variables, and just dropping this off completely (rather than using empty strings or what have you) seems to work just fine.