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Posts posted by mortimermcmire
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Any1 find "status effect" storage?
I tying found BluntCrit's mod effect with id ab8bae00-658f-4721-9c2f-7b1a4f28f5c2, but cannot.
have you tried looking in statuseffects.gamedatabundle, thats where it is
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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
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First off, the program I was thinking of was an SQL viewer/editor. Second, Notepad++ plugin isn't working for me. I can view your file just fine, but the game files not working. I opened the game file in Notepad++ after installing the pluggin I then ctrl+alt+shift+J like the read me says, but it gives me an error saying I need to select a valid string.
I've dealt with JSON files before in other contexts, but I've never seen on like this. They always have looked like your file.
{"GameDataObjects": [{"$type": "Game.GameData.WeaponGameData, Assembly-CSharp","DebugName": "mort_pollaxe","ID": "ff60c221-c081-465c-adef-082978056001","Components": [{"$type": "Game.GameData.ItemComponent, Assembly-CSharp","DisplayName": 10500,"DescriptionText": 10501,and so on. But that isn't what the game files look like.For that matter I tried Chrome extensions as well as an online editor and they all are returning garbage.Given the nature of files like these it should be possible to view them as a database, but I can't find anything that would allow that. Of course I'd be happy with a nice text file too.PillarsOfEternityII_Data\exported\design\gamedata\items.gamedatabundle?
Where i can find items and abilities code?
PillarsOfEternityII_Data\exported\design\gamedata
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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
Dude, you are our hero! There is a thread about the lack of uniques for certain weapon types.
How "unique" are we talking about? IE different enchantment upgrades or just a unique set of stats?
If you've figured out how to create various enchantment upgrades you have really opened things up to filling in the gaps for gear.
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)
Mort, you said you copy and pasted an existing item. Where did you find that existing item? All I see are bundles unlike in PoE1 where each item had it's own file. Also, what do you mean you created a new file? What tools did you use?
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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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
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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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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
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Amazing, thank you!
I should also note that nexusmods finally added their POE2 page which is great news!
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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- 4
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It's Thanksgiving. You'll have to wait a bit before you can expect any answer from Obsidian. They left for the holidays.
Oh yeah! Uhhh, I wanted to give them time to think of a good answer?
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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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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
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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
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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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hi there modmaster mort here with some tips and suggestions
1. no base weapon has below 5 pen, so keep that in mind. Many armors have less than 5 defense, yes, but all base weapons have at least 5 pen.
2. The way penetration is coded is based on thresholds
( Attack pen / defense pen ) = the number that gets thresholded. As far as I can see it is incredibly easy to change those thresholds. I've done it.
Ever hear of a 1.2 damage multiplier? In my game, that exists!
bb_global in poe2data\exported\design\gamedata has a section called "penetrationmultipliers" followed the the thresholds and values.
The way it works is if the ratio calculated is above the threshold it uses that value, unless it also qualifies for a higher threshold.
Using a system based on raw subtraction instead of division requires a lot more coding and can't be done on my end. But if you suggest a system based on that ratio of pen to armor, I can very quickly give you a file you can test with. (Or you can try doing it yourself if you'd like! It's easy.)
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Honestly they need to have every weapon and every armor available so we can do proper testing. >.<
I agree, so I made this
uploading to nexus but they don't have a page for POE2 yet ripAdds nearly every equippable item to Vektor's vendor screen and 1000000 gold to buy things with in the fish rackhow to install:Pillars of Eternity II - Public Beta\PillarsOfEternity2_Data\exported\design\gamedatacopy your bb_items file and past it somewhere outside the directoryoverwrite it with this file and start a new gameSomehow I'm to stupid to apply that, Vector hasn't changed his stuff, even after reload, restart, new char, correcting the json error, copying the trading post guids to the trading post backer beta entry …
if you copy bb_items file and leave it in the same folder, it will overwrite it I believe. You need to put your backup in another folder entirely (like the desktop). At least, that's what worked for me.
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uploading to nexus but they don't have a page for POE2 yet ripAdds nearly every equippable item to Vektor's vendor screen and 1000000 gold to buy things with in the fish rackhow to install:Pillars of Eternity II - Public Beta\PillarsOfEternity2_Data\exported\design\gamedatacopy your bb_items file and past it somewhere outside the directoryoverwrite it with this file and start a new gameenjoyFAQ:why didn't you just add the items to the fish rack? -the loot screen isn't as nice as the vendor screencan I distribute this? -yeswho made this? -mort didhow do I add to this? save yourself. add the id's to the infinite item section and it'll appear on vektorsome items are missing - let me know which onessome items are missing icons - whoops they probably weren't meant to be there but I'm too lazy to remove them
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Honestly they need to have every weapon and every armor available so we can do proper testing. >.<
I agree, so I made this
uploading to nexus but they don't have a page for POE2 yet ripAdds nearly every equippable item to Vektor's vendor screen and 1000000 gold to buy things with in the fish rackhow to install:Pillars of Eternity II - Public Beta\PillarsOfEternity2_Data\exported\design\gamedatacopy your bb_items file and past it somewhere outside the directoryoverwrite it with this file and start a new gameenjoyFAQ:why didn't you just add the items to the fish rack? -the loot screen isn't as nice as the vendor screencan I distribute this? -yeswho made this? -mort didhow do I add to this? save yourself. add the id's to the infinite item section and it'll appear on vektorsome items are missing - let me know which onessome items are missing icons - whoops they probably weren't meant to be there but I'm too lazy to remove them- 3
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Cleared the tower in Defiance and tried going to Crucible Keep to turn in a quest: Game hangs on a black screen and crashes.
To reproduce from the savegame: Go directly north through the doors and attempt to load the next zone.
System: 8.1 Windows, 4790K i7, 8GB Ram, 970 Nvidia card
Other notes: I had no issues with Raedrick's Hold crashes. The output log has numerous "The referenced script on this behaviour is missing!" lines followed by many "Asset not found at path ______" lines, finally "Cannot play a disabled audio source" lines, and then a crash.
https://www.dropbox.com/s/ipq10pvy7249dh2/CrucibleKeepCrashsaves.7z?dl=0
^includes output file and the save game
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Even if helmets aren't that great godlike would still only be as good as other races instead of being God-like.
I'm pretty sure that's the point though? Godlike isn't meant to be "godlike" in terms of power...
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Did the first thing I always do, murder everyone I can see. The guy in the chapel stayed standing for a few seconds before disappearing, leaving his loot behind. A few people in town did the same thing (occasionally people would die "correctly" and play the animation).
I also murdered a lot of town guards and townsfolk and nothing happened. I killed someone having a conversation and the other person just stood there, possibly frozen in fear.
Attached is my dxdiag in case that matters.
[release] The Bloody Blossom (new unique pollaxe)
in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Posted · Edited by mortimermcmire
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/