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Bester

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Posts posted by Bester

  1. Y'know... I wasn't going to use this mod. And I wouldn't if certain aspects of the mod weren't optional (I'd like to play with engagement despite its shortcomings, for example - at least the first few times). But.... then I saw some of the default backer NPC names in the mod's description. And I was like "aww hell no!". Still salty about that. So, IE mod it is. tongue.png

     

    Funnily enough, the "rename backers" mod doesn't work currently, at least in the gilded vale's tavern. I already made a fix, will upload it tomorrow.

     

     

    1) Does the mod also remove the "special frame" (AKA "lulz immersion is for noobs") the backer NPCs get? Or is there an option to remove them in the game by default?

     

    You mean the one that was in the early backer beta? They removed it themselves, that text now appears only in the dialog format if you talk to a backer npc. I didn't touch that, cause you don't have to talk to them. I certainly don't.

     

     

    2) Any plans to make the level cap uncapper optional? I can't imagine the post-lvl-8 abilities, talents, etc are properly balanced yet since they're not supposed to be included in the base game. And I would like to experience the game mechanics as designed (again, at least at first).

     

    The game's level cap is at 12, so that mod was removed, because it wasn't needed any more.

  2. 1- Visit a vendor

    2- Sell some stuff (not sure if this is absolutely necessary, but I did it)

    3- Close the trade screen

    4- Don't unpause the game (not sure if absolutely necessary, but that's how I did it)

    5- Go into the inventory and start hovering over items with the shift key held down.

     

    It's very important to have your shift held down. If you hover over your items without the shift key first, you won't get any errors after that.

     

    The spam you get in the output.txt is the following:

     

    NullReferenceException
      at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject ()

      at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0

      at Equippable.Init () [0x00000] in <filename unknown>:0

      at Equippable.GetValue () [0x00000] in <filename unknown>:0

      at Item.GetSellValue (.Store store) [0x00000] in <filename unknown>:0

      at Item+StoreItem.GetTooltipContent (UnityEngine.GameObject owner) [0x00000] in <filename unknown>:0

      at UIAbilityTooltipContent.Refresh () [0x00000] in <filename unknown>:0

      at UIAbilityTooltip.RefreshContent () [0x00000] in <filename unknown>:0

      at UIAbilityTooltip.Update () [0x00000] in <filename unknown>:0
     
    (Filename:  Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
      at Equippable.GetValue () [0x00000] in <filename unknown>:0

      at Item.GetSellValue (.Store store) [0x00000] in <filename unknown>:0

      at Item+StoreItem.GetTooltipContent (UnityEngine.GameObject owner) [0x00000] in <filename unknown>:0

      at UIAbilityTooltipContent.Refresh () [0x00000] in <filename unknown>:0

      at UIAbilityTooltip.RefreshContent () [0x00000] in <filename unknown>:0

      at UIAbilityTooltip.Update () [0x00000] in <filename unknown>:0
     
    (Filename:  Line: -1)

  3. I mean if you use the command "AddTalent fast_runner" you will get the fast runner talent, but on the character sheet it will be listed as an ability.

    Oh. That's Obsidian's console command, it's probably deprecated if it doesn't work properly. Will look into it later. Perhaps adding a talent through some "add ability" console command would work properly instead. The engine considers them all as abilities after all.

  4. Used to be that everything was included in each assetbundle file. Now some textures, sounds etc are piled up in one big assetbundle separately. I don't know the specifics and the editor is slightly outdated. Will update it for the release version.

     

    Also, the armor's appearance is in GameObject -> Equippable -> Appearance -> Model Variation and Material Variation. This is how they did body armors. Swords, shields etc have a mesh included in the asset and you can see it in the editor, assign a different texture to it, etc, but they're missing a shader. Spells are missing textures, shaders and sounds. Other types of assets - idk. All of this can be found in other files and assigned correctly, then you can use it in game.

     

    I'll probably write a detailed guide for this at some other time, unless someone figures this all out and writes it before I get a chance to.

    • Like 1
  5. Bester

     

    Can u make plz console command to change companion's appearence?

     

    The mod is feature locked at the moment, cause the release is what, 13 hours?

     

     

    Bester, out of everyone, you've probably got the best grasp of the game under the hood of the non-developers, so I have a question, based on how things work.

     

    Not really. I'm only familiar with parts I had to work with.

     

     

    Would it be feasible/easy to make the Dexterity Attribute reduce the Armour Recovery Penalty by Percentage?

     

    Feasible ofc. Don't know how easy exactly, but most likely not very difficult.

     

    I'm good at copy-pasting and adjusting, actually writing functions is just lolno, I'm strictly a peasant-tier modder.

    Any chance?

     

    You'd have to learn C# and a little bit of Unity.

    • Like 1
  6. IE mod v4.3 patch notes.

    Added a checkbox in Options -> IE Mod: Disable Movement Recovery Penalty as per Sensuki's request.

    Added a checkbox in Options -> IE Mod: Autosave Before Transitions. Makes autosaves happen before transition, rather than after.

    Fixed ~10 mod related bugs. (some were borderline major)

    New console command "DisableRedCursor true/false" - allows you to disable the red disengagement cursor even if you're not using a "disable engagement" mod as per Sensuki's request.

    New console command "DisableTooltipOffset true/false" - when you're using a custom frame, the large enemy tooltip in the upper left corner of the screen is automatically displaced 150 pixels to the right to accommodate for a possible left bar. However, Karkarov's frame doesn't have a left bar. So if you don't want it in its original position, type DisableTooltipOffset false. Also per Sensuki's request.

    New console command that allows you to respec yourself or your party members (drops them to level 0 and allows you to relevel them up), or you can do the same thing, but also change their class.
    The console command is ChangeClass <name> <Class>
    As always, you must find the ingame name of your characters using the "FindCharacter command".
    So let's say you want to respec your "BB Wizard".
    Type in "FindCharacter Wizard". You'll get something like Companion_BB_Wizard(Clone)_4 in the console. This is the name you should use.
    Now do ChangeClass Companion_BB_Wizard(Clone)_4 Wizard - your companion will fall down to level 0 and you'll be able to level him up differently from how he was.
    Or type ChangeClass Companion_BB_Wizard(Clone)_4 Fighter - and he'll turn into a level 0 fighter instead.
    Warning: do not attempt to transition/quit/save game while your character is level 0. You need to level him up first.
    Also of note that this console command removes all abilities from a character, including their racial bonus. It will be back though - just level him up, save the game and reload, the racial bonus will reappear.
    Another thing to consider is if you get some kind of special ability during the game that isn't accessible during leveling up, you will most likely lose it if you attempt to respec yourself.
    Exercise caution with this console command, consider it experimental.

    New a console command to allow you to rename creatures. This is important for when you respec into a Ranger, because your companion will be called something like BearCompanion.
    So again, find your companion's ingame name, then use RenameCreature ingamename newname
    Example: RenameCreature Animal_Companion_Wolf(Clone) Wolfie

    Also Karkarov included a few more resolutions, as well as multiple atlases for you to chose from:
    (simply go in Managed\iemod\buttons and place the version that you like the most in this folder)
    Hopefully this is not final, because Sensuki and I asked for the classic one to have a green rectangle with right angles, instead of rounded ones.

     

    Portrait%20Bar%20Image%20Guide.png

    • Like 9
  7. You disgust me.

     and I had just been asked nicely, I probably would have even offered assistance.

     

    I don't even need your portraits, lady.

     

    I see a guy selling postcards with giant watermarks on them and I tell the guy to maybe not use watermarks. In return I get an unwarranted "you disgust me" reaction. Well, if you want to get rude, whatever, have a nice day.

     

    This could've been a situation where everyone thanks you for your pics, lots of people download them, everyone knows who drew them, etc. Instead you're drawing a weird pleasure from showing pictures to people and then not allowing them to use them, while having 2-3 white knights being on your side. This could've been so much more for you, but I guess some people don't know what's good for them.

     

    Try to find a watermark on this, and then imagine seeing a giant watermark on her face:

     

    mona-lisa-21.jpg

    • Like 1
  8. I don't know in what lawless country you reside, but where I live cutting artists signatures off is probably not part of the exceptions to copyright. At least not, if you intend to post it online like that. And that -is- what I am opposed to.

     

    So you are opposed to people cropping off your signature and posting it on this forum for people to use in their game. You posted these only for self-promotion and to get congratulated, not for people to actually use them. Gotcha.

     

    Also to say "look what I've got... but you can't use it, cause I put a giant watermark all over it and I disallow anyone from cropping it and posting here". Uhh ok? Have fun with it, I suppose?

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