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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. The Druid Shifter Evolution mod changes shapeshifting (spirit-shifting? I don't know the difference.) a lot, so his changes would be helpful as a guide too. However he changes you into a Dragon, just find the Dragon reference and change it to what you want. But I don't know, that's just what I would do!
  2. What I'm really curious about but haven't tested yet is StatusEffectDefense
  3. You could disable all of your mods then copy someone else's weapon mod and recreate your mod. I've had to do this more than a handful of times, and it's common in the beginning.
  4. After you load the mod, do giveitem Stiletto on the console. Your mods won't apply to items already created. (Merchants will be fine) Also, if everything doesn't work, I end up recreating the whole thing, with similar code copied, but maybe do that after a few more advice options. Sometimes the code is just wrong and I have no idea how or why, even when I compare code line by line.
  5. generate a string number starting point by taking your username and creating a random number from that somehow, or just create a huge random number with 9+ digits. I started at 305149951 thanks to Peardox, the guy here who started a lot for people.
  6. The only way I know how to do it is to go to the ProgressionTable and reduce the level number
  7. I'm not sure if the StackIfAlreadyApplied works there. Also I would copy the whole item gamedatabundle and overwrite that.
  8. https://www.nexusmods.com/pillarsofeternity2/mods/388 Just finished a mod with affliction keywords for everything but sickened and weakened. The big deal here is that it affects the status effect, where other mods affect the abilities. This overwrites all non-expansion afflictions listed, so it has to be used as a base. Other mods that change any afflictions won't have the keywords, so they'll neutralize this part of my mod. Any other keywords that would be cool?
  9. Posting some advice I gave to a guy about starting to mod: I plan on making more unique items but I plan on doing that after I finish all of the other classes so it will be way in the future. Making items takes longer but it's actually easier (if you don't make upgrades) because you're usually just creating and adding status effects instead of making new abilities. I think if you go on the deadfire modding forum at Obsidian it's easy enough to learn and I added tutorials on top of those already there. The hardest part is just getting used to the code sections and knowing what parts can be used and what can't for each status effect (like when the attack filter is used, or how limited creating chained attacks are). I would estimate after your first few items you really get the hang of it and it's very easy when you know of a similar ability that already exists. One thing to watch out for is that some abilities just are not possible to remake, so when there is only one of them, be suspicious about it. Circle of Protection, in my experience, can't be reproduced and altered, as an example. My real aversion to creating items is because if an item is interesting enough and really changes the game, then I'd rather have it as an ability than just a unique item. Another helpful warning would be about learning when effects apply based on the code, which is only learned through trial and error. Weapon Attack Abilities have statuses that apply only once the ability is used, so you can't alter yourself or your enemy before the attack occurs! Also, I constantly want to make something that stacks and then keeps stacking and refreshing the duration of all stacks, but this isn't possible and can only be closely achieved by using the Trigger section to add duration on events. On that note, another limitation is your ability to effect yourself based on what the enemy is doing---it's very hard because you are always the target, or the enemy is always the target, so making an effect that occurs on you when the enemy does something that doesn't affect you is extremely hard. Making custom keywords (easy) that then apply correctly (not so easy) is the way around most problems I can't solve. Have a text file for tracking all of your text strings String name, ability name, then a tag of what it's used for 132193021, cool_ability, Ability Name 132193022, cool_ability, Ability Description 132193023, cool_ability, Status Effect for this ability When you get spinning gears on the loading screen, it's because you don't have a text string or something like that! Also, create a system for how you rename code that you copy. Whenever I change the name of the code part, I then immediately change the GUID via https://www.uuidgenerator.net/guid If you have two of the same GUIDs, it will overwrite and you won't know why it's not working! I have a custom ring in the override file which I add my ability GUIDs to, so then it can be immediately tested when I restart the game with my new abilities added to the override folder I use Visual Studio Code and it's super good to use Don't forget that if you have one "," within the quote of the GUID instead of after it, that may be your problem but you'll have to find it without any warnings! Only copy and paste very carefully, and always keep the punctuation carefully on the outside. I made this mistake on an Item Tutorial thread on the modding forums and a guy corrected me. Would have taken me days to figure it out that early in my coding experience! Oh yeah, and use this website all the time: https://eternity.obs...ts/enumerations It's got all of the status effect types. Learning what an "enumeration" is versus a "structure" or "component" is constantly confusing but you can eventually figure it out by clicking on the links on those sites. The names aren't perfectly matched to the names in the code, so you just have to browse for figuring those concepts out, but you rarely need it. Also keep in mind that you can use my 10000 icons mod for creating custom items and weapon art. I use paint.net to change the image files.
  10. Mod Name: The Funnening - Improved Monk https://www.nexusmods.com/pillarsofeternity2/mods/380 Quick Description (Not the Full Description of Abilities) (Full description is in the images on the mod page) The punch attack skills count as new "monk combo" attacks meaning that their recovery is 0. As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas. Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then....I just had to throw omnislash in there even though there's already Whispers in the Wind. Just couldn't help myself. 1 - Equanimity - Passive - -20% Hostile effect durations, -10% Beneficial effect durations 1 - Accumulate - spend a turn, +dmg bonus for 60s, at -1 accuracy to avoid exploitation. 1 - Kala - By attuning to the echo effects of time, the monk converts most of his damage into an amplified 12 second slashing damage effect. 2 - Amkala - 2x damage received, 100% of damage received is healed over 100s 2 - Aiki - Reflect all attacks for 1 second 2 - Taijitu - Deal damage based on wounds, clear all wounds. 2 - Expanse - passive - Max wounds 10-->20, and wounds are generated by receiving 10 damage. 3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks 4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit 4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze. • 10 point damage shield for 8s. 4 - Yuan-qi - Damage dealt converted to 10% bonus Deflection 5 - khanti - Vow - +5% attack speed per 3 seconds until you move 5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack 5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks 5 - Shi Tai - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over) 6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage 6 - Alethic - passive - Attacks vs fortitude also target Reflex if lower 6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting. • +25 defense against spell attacks for 8 seconds 7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s. • +25 defense against affliction attacks for 8 seconds 7 - Go No Sen - modal - Pre-emptively counter-attack at the cost of 3 wounds 8 - Ingression - Channel yourself (stun), while channeling you reflect all hits 8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed 9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack 9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks
  11. Mod Release - The Funnening - Improved Monk Another class in The Funnening series: https://www.nexusmods.com/pillarsofeternity2/mods/380 Comments/hate-mail welcome! The Rundown: The 3 new punch attack skills (Humble, Spear-hand Punch, and Ansara) count as new "monk combo" attacks meaning that their recovery is 0. As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas. Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then....I just had to throw omnislash in there even though there's already Whispers in the Wind. Just couldn't help myself. 1 - Equanimity - Passive - -20% Hostile effect durations, -10% Beneficial effect durations 1 - Accumulate - spend a turn, +dmg bonus for 60s, at -1 accuracy to avoid exploitation. 1 - Kala - By attuning to the echo effects of time, the monk converts most of his damage into an amplified 12 second slashing damage effect. 2 - Amkala - 2x damage received, 100% of damage received is healed over 100s 2 - Aiki - Reflect all attacks for 1 second 2 - Taijitu - Deal damage based on wounds, clear all wounds. 2 - Expanse - passive - Max wounds 10-->20, and wounds are generated by receiving 10 damage. 3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks 4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit 4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze.  • 10 point damage shield for 8s. 4 - Yuan-qi - Damage dealt converted to 10% bonus Deflection 5 - khanti - Vow - +5% attack speed per 3 seconds until you move 5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack 5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks 5 - Shi Tai - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over) 6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage 6 - Alethic - passive - Attacks vs fortitude also target Reflex if lower 6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting. • +25 defense against spell attacks for 8 seconds 7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s. • +25 defense against affliction attacks for 8 seconds 7 - Go No Sen - modal - Pre-emptively counter-attack at the cost of 3 wounds 8 - Ingression - Channel yourself (stun), while channeling you reflect all hits 8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed 9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack 9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks
  12. You could try adding a passive with RangedAttackDistanceMultiplier, and add Source: Spell in the Attack Filter, but I don't know if it would work and limit the distance increase to only spells. Worth a shot if you know how to do it, though. Sorry for the weird formatting, it's from copy+paste
  13. I'm sure you know this but you should be using the guid of the uuid generator https://www.uuidgenerator.net/guid
  14. Item VFX are more fickle than ability vfx, but it's trial-and-error either way until you figure out the format. Find the VFX for the cloak and then put it in the same place for the armor you want. Sometimes the VFX is in the statusEffect, sometimes it's on the item itself.
  15. Some of this may be do-able but it would be harder than making abilities and items, and people don't even do that. I would try simple mods then working up to this.
  16. Just take a passive ability like Fast Runner or something, remove the class code to all 0's, then make an Append gamedata file and make an entry as a level 0 auto grant skill, one for each class. The pt_ ability tables will have examples of auto grants, and I already made a walkthrough on how to do the Append (I think it's on the pinned post at the top of the forums). The passive ability could have a large aura size and effect all so that every enemy is affected, but make sure you look at passive abilities that affect enemies, because maybe you have to make one passive for you and one for the AOE effecting enemies, I'm not sure.
  17. You'd probably have to create your own passive ability that only activates with the conditional that the player has a weapon in slot 1 and slot 2. I say this because I think the recovery penalty is not a normal status effect and is in the "base" code that isn't exported into the gamedatabundles, but I'm not sure.
  18. If anyone knows how to remove the initial screens when you start the program, that would save hours of my life and make a lot of people happy
  19. in the data folder, find the output log txt and look for the name of your mod. it will have an error description that basically just says it didn't load.
  20. Be sure to let me know what you don't like or would want to change! Even if I disagree, you never know.
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