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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/
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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 and change what you want to. changing enchantment upgrades isn't hard, i forgot enchantment upgrades exist otherwise I would have added one! adding those isn't too much different, enchantment upgrades are classified as "recipes", if you want to copy/paste those blocks. then you specify "parameters" + itemmodstoaddids" (what enchant is added), and "canmodifyspecificitemsids" (what item its specific to) PillarsOfEternityII_Data\exported\design\gamedata\items.gamedatabundle dont forget to give it a unique name in a separate string bundle (see my mod for an example of that)
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Class Changing
mortimermcmire replied to Unreason's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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 -
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, change their debug name and id, and link them accordingly. ctrl-F the ID's to see where they need to be linked. -add the name and description (see bmac's thread on this same board on how to do that, or just reference my mod, be sure to give it a unique ID)
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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 formatted json, even just a single item or ability etc, and it'll load it into the game. -You could technically have a self-contained single file that adds tons of items, skills, characters, etc. -Entries are overwritten by the latest loading file. If you make a new file and copy estoc's data, then change the value to 9999 and save it, all estocs will inherit those stats. -No overwrite folder is necessary, it's built in. The good news for modders: -Your life is going to be a lot easier than I thought -A modding tool is as simple as a fillable json page The good news for everyone: -Mods are going to be very easy to install and uninstall. The bad news: -I can't seem to add or change custom strings in the same way. All entries in the data don't have their display names or descriptions in the json, they reference a number which pulls from the localized stringtable depending on what language you choose. -I can add custom strings by editing the original stringtables but that will get sloppy. -I also cannot edit original strings in the same way that I can edit the gamedatabundle entries by making a new file and overwriting -I still don't know if custom assets can be loaded or things can be placed in world by modders. tl;dr modding is good, I assumed the worst but we're in good shape folks, its very similar to BG modding
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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 efficiently (I can think of one hack-y way to do it), but I know you're using unity which really wasn't meant for that. Another big modding hurdle is dialogue. Can you add lines purely through xml? Yeah if you hate your life. If the fabled obsidian dialogue tool can't be released maybe just some documentation on how things are laid out would be great. 3. Maybe most importantly, are you considering adding an overwrite folder (like Baldurs Gate / Witcher 3)? A folder you can add custom files to (icons textures etc) and have them able to be pulled into the xml. An overwrite folder would also allow you to edit the xml without actually touching your base xml data itself. Imagine if two people want to add weapons, if you both have to edit bb_items it's going to be madness trying to get things to work together. I've probably put more time into messing with the xml files than playing the beta at this point, haha. I've asked these questions in other places but having them here makes the most sense, probably. I am so insanely hyped for poe2. -mort
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Your Tiers List [Base Classes, Subclasses]
mortimermcmire replied to theBalthazar's topic in Backer Beta Discussion
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 -
how does the penetration mechanic feels like?
mortimermcmire replied to Ancelor's topic in Backer Beta Discussion
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 -
Removing non class specific talents was a bad idea
mortimermcmire replied to Boeroer's topic in Backer Beta Discussion
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