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mortimermcmire

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About mortimermcmire

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  1. randomly i took the item i used as a template (some pollaxe) and changed the first two digits and last three digits. unless someone also uses the same item as a template and also does the same thing using the exact same numbers, theres no way they would match. the way elder scrolls game communities do it is you put your name as a prefix, but the id in this only takes hex (0-F) so i just did ff e: you can use this if you really want to lol https://www.uuidgenerator.net/
  2. yeah, in the druid spiritshift ability effect it has a line "NewFormAppearance" that references art/character/ etc / a_druid_bear01.asset or whatever copy the .asset line from whatever you want to turn into and paste it over that asset
  3. PillarsOfEternityII_Data\exported\design\gamedata\items.gamedatabundle? PillarsOfEternityII_Data\exported\design\gamedata
  4. i should note that i'm doing this in notepad++ with jsonviewer plugin https://sourceforge.net/projects/nppjsonviewer/ load that plugin then open one of the gamedatabundles, plugins -> jsonviewer -> format json someone on the somethingawful forums had a good idea for an item so I just went with that, haha you can do just about whatever you want. this item has two modified class skills -vile toxins (druid), modified to be combat only, recharge on encounter -instrument of boundless rage (barbarian), modified to be per rest it's not too hard, you can copy/paste the base ability
  5. I don't know if you need to edit unity prefabs, but you do need to create a new progressiontable for each variation it's not as easy as eder = wizard, but I think it's possible to a degree
  6. https://www.nexusmods.com/pillarsofeternity2/mods/10/ adds a new item to mahiri's shop in neketaka. mainly posting it here so people can ask me questions on how to do stuff like this. I think it's reasonably straight forward but here's more or less what I did: -make a new file -copy paste an item similar to what you want to make in there -change the debug item name and ID (I added an ff prefix and started numbering it at 001. I don't think this will overlap with anything) -edit whatever you want -if you want to add unique attacks or abilities, copy paste similar ones in, chang
  7. It used to be in items.gamedatabundle but I only see a few generic vendors listed now. I've looked in every gamedatabundle for marihi's vendor inventory to no avail e: nevermind found it, it's under items.gamedatabundle I'm just blind
  8. Amazing, thank you! I should also note that nexusmods finally added their POE2 page which is great news! https://old.nexusmods.com/pillarsofeternity2/mods/1/?
  9. update on my findings aka, I'm dumb! I just assumed you had to overwrite the same json data files but it will load anything you put in there as long as its formatted correctly. I suspected this was the case but I was more interested in finding what was possible. What I thought was the case: -You had to edit the bb_items.gamedatabundle directly and add things to it -This would be a nightmare if the game updated or you wanted to add more than one thing What is actually the case: -You can make a file called mort_is_dumb.gamedatabundle and add in anything you can think of, with properly form
  10. Hello, 1. Are you going to write up a how-to guide on the exported xml files and how to do things like add dialogue/quests/items/spells? I've done all of those and I wonder if something like that is planned. I know whatever I write can't be nearly as extensive as anything you make, having a lot more experience. 2. Are there any other neat releasable tools to add content to the game with? I'm sure you're well aware how much well-supported modding tools can add to a games community, having worked on many with them. Right now I can't seem to find a way to actually edit enemy spawns effic
  11. right now devoted + anything is pretty good as long as you can stick to that weapon type. You pretty much can't go wrong with that. monks + another melee class are also great because you don't have to bother giving them a weapon, they're brutally strong without one. In the real game that might change with increased weapon availability but in the beta monk fists are pretty great. most fun? 5 ranger/druids with bear companion + bear shapeshift, 10x bear attack
  12. that is exactly what i needed haha once we get that anyone should be able to easily compare systems, but i will still post a file
  13. I think you're both coming at the design from the wrong angle, at least ux-wise. If you're going to add generic talents its much easier to add them to every class in the same talent menu and set a condition where if its picked disallow the same character from getting the same thing twice. I don't think the proficiency window can be modified in that way
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