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AnorZaken

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About AnorZaken

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  1. Well, Stylish is a plugin that allows you to inject css into the page you are viewing. (The browser always re-renders the page whenever the page-content changes.) Css-document is simply a collection of style descriptions - it contains instructions such as "make all links inside a table green and font x" or "make the background colour of divs that matches this filter gray and 20% transparant", etc. The styles you can download from userstyles.org for plugins such as Stylish are simply css + an url filter that tells the plugin when (on which sites) to apply this css. I say styles, not "scrip
  2. Not quite related, but since your css for alternating line color on code snippets is obviously borked when the forum is viewed in the dark theme, perhaps you should fix that too. So have a little looksies in https://forums.obsidian.net/public/style_css/prettify.css which has the offending line, line 40, and change it from this: /* Alternate shading for lines */ li.L1,li.L3,li.L5,li.L7,li.L9 {background-color: #f5f5f5; } to e.g this: /* Alternate shading for lines */ li.L1,li.L3,li.L5,li.L7,li.L9 {background-color: rgba(128, 128, 128, 0.1)} ...or if you're not the web-admin, you can inst
  3. [[ If you're having trouble reading the code below, because it looks horrible, look at the next post for how to fix the css! ]] Ok I made my own workaround for now by modifying the game files. In file PillarsOfEternity_Data\data\conversations\03_defiance_bay_ondra_gift\03_cv_aefre.conversation I made the following changes.... Go to the conditionals on line 1429, then add the following OR clause, such that you go from this: <Conditionals> <Operator>And</Operator> <Components> <ExpressionComponent xsi:type="ConditionalCall"
  4. This was supposedly fixed in 3.01, but seems it's back (or I've found another variant of it)... anyhow... I noticed, a looooong time after picking up the quest Supply and Demand (50h), that the quest was no longer present in my Journal. Not in progress. Not completed. Not failed. Just not there... (I read the name of every quest, twice, just to make sure I wasn't blind or something) I've killed the thugs out on the street. Talking to Aefre at the shack gives no conversation option regarding Supply and Demand, just "Who are you" and "Farewell" Talking to Maea still gives the "any ne
  5. I think you are just looking at the wrong page: https://pillarsofeternity.gamepedia.com/Maces (Also the wiki is maintained mostly by fans, so there is no reason to report it to Obsidian. It's better to ask in a more general section of the forum.)
  6. I was actually editing the wiki today to clarify this: https://pillarsofeternity.gamepedia.com/At_All_Costs Short answer: you need to confront him before you kill him. The conversation with Verzano contains a lot of triggers / two "cinematics" (locked interface while characters are moving). It introduces Pallegina's connection to this whole mess, and Danna will also arrive at the warehouse during the conversation.
  7. Oh, I forgot to include the output log. Well there is a NRE in StatusEffect.ClearEffect() I guess that's where the cookie crumbles - or in the caller? A debug-build should yield some answers hopefully. output_log.txt
  8. Quick disclaimer: I've verified files (steam) restarted client, loaded and reloaded saves - it's consistent and reproducible. Issue description: When I open Igrun's shop-screen (in the Copperlane market) the enchanted Plate armor in Eder's inventory looses all its enchantments. Steps to reproduce: Talk to Igrun. Ask to look at his wares. Details: I placed the Plate armor in his inventory so it's easier to see: one can see that it instantly looses it's enchantments as soon as the shop window opens - no further action required. The issue is the same regardless of whether or not t
  9. I know this thread is veeery old, just wanted to add that on my Swedish keyboard, รถ opens the console.
  10. It was 2.4GB for me - not that it's an issue for me personally (100/100) just wanted to add more statistics. It did feel like something was different when I patched to 3.7 a while back, but wasn't sure what. (It did feel like you could zoom further, but never confirmed it so might be my imagination.) Well it does look like a change in shaders / texture filtering - or they simply changed the quality level corresponding to each 'notch' on the quality sliders in settings, i.e. maybe 'normal' now is equivalent to the old 'low', 'high' is equivalent to the old 'normal' etc. (or any other cus
  11. It is kind of funny how I asked this and modded my game only for the deadfire dlc to come out less than 24h later. Anyhow, seems like Alakabon is working on updating IE Mod, so that will hopefully come out soon. He did a quick test saying most things still seem to work: https://www.reddit.com/r/projecteternity/comments/7dc6ry/ie_mod_and_the_new_dlc/ Hopefully nothing changes in IE Mods API so I can try out your mod as soon as possible. (I understand that it probably works as is, but I'll wait for official support.)
  12. Am I imagining it or did you slightly adjust shaders and how far in you can zoom? (Maybe I'm just imagining it.)
  13. I'm sorry if this has already been answered before... does it affect save-games in any way? I.e. can I take a non modded save and start using this mod (and vice versa)? Or do I need to create a new character?
  14. For playing in 1440p resolution a font scale of 110% seems to have (so far) eliminated it for me. Excellent advice MaxQuest! As for why this happens in the first place... I have a partial guess. Basically I think it's a botched update-order of UI-elements / UI-scripts. Undesired UI behavior, i.e. vibrations, could emerge from the subtle interactions of these points: 1. Each UI text-bubble consists of a couple of grouped UI elements. 2. The position of these elements depends on the size of other elements in the group, basically automatic layout / vertically stacking them. 3. The
  15. Weirdly you can actually loot Nyrid even if you take him prisoner. Just come back into the house a day or so later after completing the related quest and the loot will be there on the floor where he used to stand... It's not immediately there after sending him to prison - you have to wait and come back later... (for some weird reason that is beyond me...)
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