Jump to content

FailGeek

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

7 Neutral

About FailGeek

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Badges

  • Pillars of Eternity Backer Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. Oh, I'm really happy to see your comment and information. I'd like to see your mod as soon as possible on either Steam Workshop or Nexus Mod community. Thanks! But it may be a bit regarding putting up on Nexus because I'm still deciding on a direction for some things (whether or not I want to add damage types for the original soulbounds, and how I'll institute a temporary upgrade to Mythical). For now, if you want to use it just copy the pastebin to a gamedatabundle. (It'll change Blightheart to Pierce/Corrode, Marux Amaranth to Slash/Burn, and make Magistrate's Cudgel Veil Piercing).
  2. Oh, I was working on this. Here's mine: https://pastebin.com/AjP5f6Ck "UnlockStages" needs to be copied entirely because it's a single entry and you're effectively overriding all of it. (if you've ever edited the progression tables, it's the same thing - that's why all the class mods have to be merged manually).
  3. They're part of the item mod itself. Check the items.gamedatabundle.
  4. Done, and uploaded to Nexus and Workshop. https://www.nexusmods.com/pillarsofeternity2/mods/209 https://steamcommunity.com/sharedfiles/filedetails/?id=1532617350 I substituted "Decay" with "Acid" because "Decay" is a Druid keyword.
  5. For "Soul Ignition" the keyword is expressed in its "attack" data bundle but not the "ability" data bundle. In vanilla, Scion of Flame does show that it works with "Soul Ignition" in its tool-tip, and that does mirror @Metaturtle's observations regarding "Her Revenge Swept Across The Land" and +Power Level gear. I can easily fold this into my existing mod for Cipher keywords so if you give me a little while I can upload an updated version that fixes all of these, with reference to this thread. I wonder if there are any abilities that have the opposite problem: that the Keyword is present in its "ability" data bundle but not the "attack" that it references. And does the discrepancy even really matter on a practical level if any Keyword effects still work anyway? (it matters to me, personally, because the inconsistency will drive me insane for as long as I'm aware of it).
  6. Keep in mind that because each Priest subclass draws from a common progression table (what they get is determined by flags), multiple mods that modify it don't mix.
  7. Okay, try two; sorry moderator who has to approve my posts, I put this in the wrong forum. Hi. I've been lurking here for a while and I finally made a tiny, tiny mod (other than personal cheats). It just adds Gunner & Marksman to all skill lists, and added a Deep Pockets substitute for non-rogue classes (Big Compartments: PL 4 to not overshadow Deep Pockets). https://www.nexusmods.com/pillarsofeternity2/mods/205 I know it's minor but I like things being more balanced and consistent-ish with Vanilla, so should I remove the Deep Pockets from the Wizard, because the class technically gets more out of it then other classes? There's precedence for them not receiving a generic talent that everybody else gets (Tumbling), so I can switch it for that one. I also plan on making a Quick Switch equivalent for the other classes (Rapid Change: PL 5, to not overshadow the Fighter's Quick Switch and it'll probably be a smaller buff too, because Iron Will + Bull's Will stacks on a Cipher multi and it would be weird if this didn't as well.). I'm also adding a Priest Tweak component to go with this (see the thread in Character Builds on "Thematically Revising Priest Special Spells") and I would like to ask for feedback on what I have so far. Are they too overpowered? Too weird? Not according to God fluff and theme? Berath: Suppress Affliction Concelhaut’s Corrosive Siphon Arcane Dampener Call Phantom (His Hunt for Revenge Eternal) Summon Wisp (The Lights Dance Across the Moor) Salvation of Time Wall of Draining Buff/Debuff and Summoning. Stole some summons from the Chanter. May adjust PL 4-6 to “Ancient Brittle Bones”, “Barring Deaths Door” and then “The Lights Dance Across the Moor”, because I can’t add more casting time for the summons. Eothas: Sunbeam Withdraw Watchful Presence OR Consecrated Ground Emancipation (The Prisoners Turned Against Their Captors) Dawnrays (...And Evil Turned Away from the Sun) Defensive Revival (...And Face their Foes) Resurrection Support. More stealing Chanter invocations. Converted Phrase cost to +1.5 Cast Time, then reversed the stages for Recovery. Magran: Flames of Devotion Spiritual Weapon Shining Beacon Deleterious Alacrity of Motion Flame Shield ?Arcane Reflection? Sacred Immolation Frontline Paladin Cross. Focuses on self buffs. Big on buffs that have a drawback. Arcane Reflection is Skaen Barbs of Condemnation Escape Blinding Strike Finishing Blow Shadow Step Withering Strike ?Smoke Grenade? Rogue Cross Class. The actual balance between Rogue and Priest is something that I’m unsure on. Is this too much Rogue? Is Smoke Grenade too cheat-y because it doesn't have either Smoke Veil or Smoke Cloud? Wael Wizard’s Double Curse of Blackened Sight Llengrath’s Displaced Image Confusion Arkemyr’s Wondrous Torment Gaze of the Adragan Substantial Phantom Illusionist/Wizard Cross class. Is there too much overlap with Trickster? Gaun Blessed Harvest Vile Thorns Watchful Presence OR Consecrated Ground Wicked Briars Wall of Thorns Garden of Life Lashing Vine Symbol of Eothas Touch of Death Like the original, a mixture of the Priest of Eothas’ spell list, and druidic spells. Vanilla can't pick Light of Eothas, so I'm substituting it with Touch of Death instead of giving it as a bonus spell. Rymrgand Chill Fog Blizzard Spreading Plague Hail Storm Ninagauth's Bitter Mooring Ninagauth's Freezing Pillar ??? DoT and Affliction. I shifted away from the Corrode damage because winter is so central to Rymrgand's identity, but should I add them back in? I've also got a few candidates for Rank 7 and I'm unsure of which to pick. To copy my post in the Build thread: Death Ring: Cool, but I've already leaned away from Corrode damage. Also a lower PL. Rot Skulls: Has a DoT, but likewise for Death Ring Ninagauth's Killing Bolt: Serves as a Raw Damage upgrade to Infestation of Maggots, but is Direct Damage Rusted Armor: Entropic, but flavour wise it affects the person's armor and not the person themself. Tayn's Chaotic Orb: Direct Damage but comes with Afflictions I'll be out of town for a week so I'm just doing theorycrafting for now before I do any serious work on it, but I've started work on it. Sorry for the wall of text.
  8. Looking through the data files, it looks like the only other player accessible status effect that can add an Empower Point is a Wild Mind event. Unless you manage to add the Devious Shift ability to one of your characters.
  9. I'll put the file up on the Nexus when I'm done with it, I just work slowly and am never satisfied. Rymyrgand I feel suits DoT more than direct damage. Yeah he'll kill you outright, but I feel like he's really more into grinding you down. Remember his PoE 1 quest where he essentially goes to the Pale Elves "Sure you've done the whole shebang a lot of times, but you know what would be great? A lot MORE times." So I've got him down as: Chill Fog (replacing Touch of Rot - Lean into the Winter side of things and gives a way to inflict PER Affliction) Blizzard Spreading Plague Infestation of Maggots (replaces Noxious Burst - Avoiding direct damage. Spreading Plague also inflicts a stronger CON Affliction.) Ninagauth's Bitter Mooring (replaces Blast of Frost - Avoiding direct damage.) Ninagauth's Freezing Pillar Got a few candidates for this one, each with their one Pros and Cons: Death Ring: Cool, but I've already leaned away from Corrode damage Rot Skulls: Has a DoT, but likewise for Death Ring Ninagauth's Killing Bolt: Serves as a Raw Damage upgrade to Infestation of Maggots, but is Direct Damage Rusted Armor: Entropic, but flavour wise it affects the person's armor and not the person themself. Tayn's Chaotic Orb: Direct Damage but comes with Afflictions For Berath I've been leaning into a different direction entirely: Buff/Debuff control. Berath has control over living and dying, especially when someone lives or dies. She can stall it or make it go faster, and if you think you've got your life under control she'll rob you of that view very quickly. To that end, I'm giving the Priest Arcane Dampener, and Wall of Draining from the Wizard spell list and two out of Suspend Affliction, Barring Death's Door, and Salvation of Time from the Priest's spell list. It's all the other Power Levels that I'm stumped at.
  10. Hello. I reading the topic and was thinking of modding the priest spells, so I made a table of the current priests' (including the cut Woedica) bonus spells, where they came from, and the power level difference between when the priests get them and when the other classes can get them. Some thoughts : The Berath, Eothas and Woedica are the only priests who have a positive Power Level difference in their bonus spells. Berath's Rot Skulls and Wael's Arcane Veil are the only bonus spells that are obtained earlier. The Harvester gets a raw deal. A full -7 difference, and it's capstone is originally PL 7. I did a quick check on the ability tool tips and it seems the Power Level scaling of the ability is based on the level it was set as, so Vile Thorns, while a PL 1 spell for druids, is PL scaled as a PL 3 spell for Harvesters. The base is still the same, so priests gets abilities later, and they are weaker for the PL they are obtained. Wizards essentially get their spells for the small, small cost of a trinket cost and a Grimoire switch cool down time. Priests get Wizard spells by giving up one of their bonus slots and often get them later. Priests who get martial class abilities (that is, Skaen) are in a bit of a weird state. Martial classes draw from a combined pool, so using their abilities means they can use less of their other abilities. Priests can cast two spells of a single level per encounter, not impacting the other spell levels. A priest of Skaen can use Escape only twice per battle but can still can cast 16 other spells, but a single class Rogue can use Escape theoretically 11 times, and then do nothing else but auto attack. However, the ability version can be upgraded; the spell version is stuck being the same. I too like the idea of making the priests mini Multiclasses, but I don't like the idea of removing priest spells entirely from the bonus pool although I do see the argument). The full question is how much of the theme-effect-role triangle the bonus spells fit in because I don't like any of them having any common spells between them (except for Eothas and Gaun, as they're different aspects of the same god). I have Eothas, Gaun and Magran at a level I'm satisfied with (edit: actually the more I look at them the less I'm satisfied with them): Eothas: Light, benevolence. Support Paladin Cross class. Sunbeam Lay on Hands Watchful Presence/Consecrated Ground Glorious Beacon Revive the Fallen Sunlance Healing Chain Symbol of Eothas Light of Eothas Magran: Fire, struggle. Got two sets: Fighter mid-line cross |OR| Paladin frontline cross. Disciplined Barrage |OR| Flames of Devotion Spiritual Weapon |OR| Infuse with Vital Essence -the one I'm iffy on. DAoM at least requires a cost to it Vigorous Defense |OR| Deleterious Alacrity of Motion Wall of Flame |OR| Triumph of the Crusaders Torrent of Flame |OR| Flame Shield Pillar of Holy Fire |OR| Torrent of Flame Cleansing Flame |OR| Sacred Immolation Symbol of Magran Magran's Might Gaun: Plants, Instant Death and Eothas mirror. Plant Druid cross class.Blessed Harvest Vile Thorns Watchful Presence/Consecrated Ground (Can also be Purge of Toxins if you want to lean Full Druid) Wicked Briars Wall of Thorns Garden of Life Lashing Vine Symbol of Eothas Touch of Death Berath, Skaen, Rymrgand and Wael have a weird overlap concerning Damage over time effects, causing afflictions and corrode damage, so they'll need more work.
×
×
  • Create New...