
eRe4s3r
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Yeah Save LOAD from Menu 18s (before it was 28 seconds) Quicksave time 6s (Massively improved though, before 1.03 it was well over 12 seconds ,p) Area change time 18s (Before it was 23 seconds, without autosaves 13s) so there was improvement So it's kinda acceptable but still quite horrible, really. 18s for loading a tiny hut is still not really so hot....
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But the issue is not fantasy or not, the issue is that Monks do not add anything to the game that a fighter isn't already doing better when you integrate them into a party. So in essence the existence of the monk is not the problem. The problem is that as a class, monks have no utility to add to a party that makes them better than another party member in situation X. Said situation X does simply not exist in the game. There is no fight in PoE that gets easier because you have a monk in your party. And there is no quest that gets more interesting or more complex because you have a monk. Or summed up, monks exist in the game, but they are outside of the party paradigm. OP calls it lore, but I would call it party balance. This has nothing to do with monks, but rather with the realization that you have utility classes in PoEt and classes that are.. not utility classes. Aka, useless in a party. Ranger for example also fits this bill. in DnD Rangers have druidic spells and can talk to animals. This makes them a utility class. As it opens up more options and utility in and outside of combat. Anyway, I hope I made sense
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That's very sad to hear ;/ You can still try uninstalling Eset for a temporary moment, then reboot and then try again, but please understand that I am not making you hope here and you should only do that temporarily if it DOESN'T fix it, disabling the AV properly should have been enough!.. I am just going through possibilities that for some people fixed the issues on other forums. Do you have any USB devices plugged in apart from storage, printer and kb/mouse? Specifically headphones or the like? Did you try starting PoE without steam running? and "as admin" ? Essentially if you google for the KSP forum that is about this bug you will find every possible attempted solution (And some people for whom these never solved it, sadly) Anyway.. I hope one of my ideas brings you closer to playing the game again.
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I voted "no" and agree with your view. I am not sure what role monks are supposed to fill here. But the way they function in PoEt is really really weird and out of place. They are a class that needs tons of micromanagement, and doesn't give you any *reward* for doing it. They are just... a really bad fighter. At least in DnD they got psionic and cleric spells making them actually quite useful, as psionic spells were not exactly something your average mage or cleric had. DnD itself never could decide the role of monk. At least they realized that just "unarmed" isn't really enough to put it above a mage that could use timestop ;P
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So did you guys actually google this? Because it took me 5 seconds to remember that this issue is well known... what staff told you wasn't a joke. There is even a specific FAQ entry in KSP for this as it's a very common issue with Unity 4.*.* games https://kerbalspaceprogram.com/faq.php When I start the game, I get a strange error that says "GetThreadContext Failed" and the game crashes. This is most likely about a background program interfering with the execution, the prime suspect is an Antivirus, but it may be something else. Try turning the Antivirus off and see if the game starts okay. It should also help to update your graphics drivers and/or Video BIOS. Certain applications can make Unity throw up this error, including for that matter certain applications (not AV) you think are completely harmless. They are not. If you see this error, in 99.99% of all cases, user was running some application in the BG. For example I can make this error happen regularly when I run MPC-HC x64 with MadVR and PoEt at the same time. (Don't ask why*) I hope this helps some of you having this error. For anyone else you need to post output.log and what applications run in the BG. Ps.: Any Unity engine game by the way should have that particular FAQ entry. Back when KSP was starting this error drove us nearly insane to find out what caused this. (I am saying us, because at the same time another dev converted to Unity 4 (Arcengames..) and this error haunted us aka friendly people wanting to support an indy dev there for a while)
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A way to control exp would be great. Would love to set exp at around 80-85% to reach level 12 near the end game with all quests, etc completed. Considering the XP you get at the end and the XP you get by clearing floor 13 that would actually mean you fight Floor 13 with level 11 (or less) but why XP reduction? Why not more levels, more abilities etc.? (Anyway, I accidentally quoted this so yay ;p) Click on the arrow next to your username, then "user area", then "change email address", then "profile settings" and it's halfway down the page. It took me a full 5 minutes of looking to find it after reading this thread. I still don't know if others can view this field, but since someone upthread was quoting stats, I assume so. Maybe it's linked to download statistics somehow. That's Nexus forums, not Nexus site 2 difference things login and account wise. There is no way a mod author knows anything about who or what downloaded his mods on Nexus. Your profile for the Nexus forums lists gender, but the NEXUS user details do not. And those 2 things are not linked. Ps.: And I have mods on Nexus Although only 4 very silly ones for Witcher 2.. if there is a way to see any detailed stats I never found it.
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I can't add much as I forget these endings so quickly, but the game epilogue did mention that my further travels became "hard" because I brought an infant to sun-in-shadows (well noticed game, I couldn't decide what to do about this quest at all ;p) so I was basically lugging a child around with me the entire time... don't ask. Oh yeah, and the birth goddess wasn't so pleased I crossed her so she worked together with the goddess of winged beasts and sent death and destruction of winged creatures and for near a decade the streets of Defiance Bay were ransacked by murderous birds and dead bodies with thousands of puncture marks littered the streets. Lesson: Don't cross the gods, and if you do, bring a flame-thrower. I love that ending I want to play that setting actually, sounds more interesting than the vanilla one. For me Sagani went back broken and unhappy, leaving to ever more dangerous hunts and disappearing into a blizzard, never to be seen again. Aloth made it his personal quest to hunt down the Leaden key Eder became mayor of dyrwood and it prospered. Kana returned happy and though not with any tangible proof of his theories became a very popular and rich dude Birthing Mother returned to the Dyrwood to help births. She seemed happy Durance did what durance does best, lighting fires. Animancers left to the wilds Crucible knights hit the Zeitgeist and became very popular ;P Undead Roderick purged Gilded Vale (Thanks to broken quest I could never actually fight him undead.. so meh!) and killed everyone there, the entire area is now haunted and nobody travels there. The machine on that hill was re-activated by leaden key and is now a haunted area too. Nobody ventures there Not bad for a first playthrough... this sets the game up nicely for PoEt 2 Devs better have me stuck with that child in PoEt 2 though as punishment for not deciding ;p
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Keep needs a serious overhaul
eRe4s3r replied to Ichthyic's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I agree that the Keep is a huge downer.. but I had no money problems... I ended* the game with 173k gold if I sold all the nonsense I picked up in the last areas of the game I'd have likely topped that. All expansions to the keep built, all hirelings and all stuff bought from the random events.. which happen way too rarely ;p This does not change that the keep is a far cry from how it was promoted or at least, how I thought it would be. The idea here was to copy the BG2 player strongholds which were all unique things adapted to certain classes involving major quests, and very tough fights (Firkraag, and the mage sphere isn't a joyful picnic either). When I heard the keep pitched at first I thought it was something we could personalize depending on the player class, so a druid would have a druidic circle kind of deal, a warrior a fortress type, a barbarian a encampment and a trophy room, chanters a stage and chanting stuff. But not so. All keeps are alike.. meh. Here a smaller scope would have been better. I don't want a giant fortress that is basically just a collection of load screens to pretty rooms. I want functionality and living breathing stronghold. I want to see my companions in that stronghold. I want to see them rest in their rooms when I am there. Imo it doesn't even end with the keep being alike either. It does not feel *alive*. Now neither did the ones in BG2, but when you look at when that game was made... I have to compare it newer games, meaning Dragon Age Inquisition. That keep felt alive. And that is what I hoped the player stronghold would be like here. I also absolutely agree with Sabin Stargem, a bit more "functionality" and "ease of use" stuff would have been nice, more player involvement in the upgrades. And a proper smith with proper smithing system behind it. In BG2 you had tons of unique artefacts that you needed a smith to build and all that's left here is 1 such item. And you get it near the end of the game... great. -
Frage: Im Spiel gibt es Will-o-Wisp Warum heißen die nicht Irrwisch oder Irrlicht? Da gibt es doch auf Deutsch für die Licht schwabbel schon Bezeichnungen, um im Spiel scheinen sie ja auch Irrlichter zu sein... also von Funktion und Stil her? Oder hat das einen Grund?
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Yeah I opted for a non exploit playthrough ;P it also doesn't help that petrify has accuracy 86 and big mage dude has defense against it at 140... and I just missed petrify and knockdown.. 10 (saves) in a row. Charming the axe statue works, but it doesn't attack anything (great..) I get 1 statue down to "near death" and then I am dead. need other tactic. This would work if Aloth wasn't such a terrible mage. Or heck, If I had a druid.. alas... I have Eder, Aloth, me (Paladin that sucks at everything apparently ,p) Sagani+Fox, Grieving Mother (at least she does decent range dmg) Durance (Without him this would be over after 5 seconds) And with mage dude stunned I can tank the statues with potions and food buff. That's not the problem I regularly get one to near death. The problem is when he ISN'T stunned anymore and any statue is still alive, I literally 1 shot from his casts. And my knock-down (what else) misses 5 out of 10 times. And only Eder can actually knock down. But I need Eder to tank a statue or there isn't a lot of space to actually survive in. ;P Ps.: And I just want to say, the combat log says mage dude has an Aura, but unless I am blind I lose 100 endurance in a single second as soon as he casts it. My tanks can survive that.. my other dudes.. well not so much ;p
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At level 11 I can cast that spell exactly twice And after 50 seconds (assuming first one doesn't just flat out *miss* ) there doesn't seem to be a way (despite lowering res, and even charming the other giant) to kill 1 of them.. and after mage dude gets back in he heals first thing so I am a bit unsure how I am supposed to "keep him suppressed" so he doesn't do that. I can't really divert one of my tanks from the hammer statue or my main tank deals literally zero damage (Paladin+Eder may have been a bad choice here) ;/ At least with petrifying him first thing I have time cast some defenses on my tanks, which is good, they survive a minute But so does the hammer statue. Eder and my Paladin aren't exactly dealing high damage numbers her. I know I can CC the other statue, even charm it, but there is high chance to miss the spells on them so I either cast petrify twice or I charm something, doesn't work both (or I have super bad luck) And btw, for OP at level 9 he doesn't even have petrify skill. ^^
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Or maybe it is just me being stupid. I don't know. It's entirely possible that I completely mis-skilled the entire party as it's literally my first to last run through the game. But I don't understand how a flame pillar can knock 200 endurance and very high defense down to 0 (or at least very very close to it, doesn't matter anyhow when you are knocked-down ,p) Just a fail-safe guide on how to approach this fight would be enough I think. Before this boss I was literally never one-shotted
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I have the same problem ;/ But I am level 11/10 (hah) I can annoy the main dude without a problem, and keep em interrupted until he goes to his knees but as soon as he boosts the statues I literally wipe with 1 hit from the knock-down flame pillar combo that both statues employ in boosted state. And even if I don't wipe, that always ends up 1 shotting my tanks and as soon as I cast revive the statutes cast knock-down flame-pillar all over again. I tried knocking and CC'ing one of the statutes down but I literally die from 1 shot from the flame pillar.... and the save reload times are not exactly adding to my enjoyment here ;P Can someone give some general guidance?
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Die Idee Gestandene zurück auf Kith zu "setzen" ist wohl nicht so populär? Ich find wir sollten das wie einen Eigennamen mit mehreren Bedeutung im Kontext ansehen. Und da ich ja das komplette Spiel schon auf Englisch mal durch habe kann ich mit Gestandenen absolut nichts anfangen. Das raubt dem Spiel irgendwie ein Teil des Flairs und ist auch in manchen Setzen irgendwie sehr ruppig. Kith ist ganz offensichtlich etwas was da ist damit der Spieler eine Bedeutung im Kontext hinein projiziert. Gestandene.. na gut das könnte dafür auch taugen. Aber ich denk bei "Gestandene" irgendwie immer an "Geschworene" (ja ist super doof, sorry)
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Companions - who wrote what?
eRe4s3r replied to Eric Fenstermaker's topic in Pillars of Eternity: Stories (Spoiler Warning!)
My current favorites are Durance and Grieving Mother. Durance.. needs no explanation, he is just Durance ^^. Grieving mother was a memorable experience to talk to, and flat out WEIRD But if I could leave one remark regarding writing characters. In PoE their introductions were absolutely boring... all standing around (ok, a few talk to you and this is only even lore fitting for the Grieving Mother) but a far cry from Yoshimo (Who is definitely a very memorable companion, if for all the wrong reasons especially if that BG2 run was your first ,p), Aerie (Talking to wingless fairies is a minefield and the way you meet her is definitely unique!), Viconia (A drow.. oh and she's also about to be burned by a mob, so you better have some decent party when you meet her) etc. (I was tempted to write a mod character too ,p). Point is, I remember how I met characers in BG2, I honestly couldn't tell you where I met any of them in PoE.. except Aloth and Eder, but then only because that was the most boring way of all ways to introduce the first 2 characters In the end I always tend to like the strange and cute. So Sagani's fox is also in my top spots. I am a bit sad we couldn't talk to her animal companion ;p All the others I at least did not hate The Paladin and the Druid characters I have yet to travel with... so maybe those are in top spots too. But that's for a 2nd playthrough. I find it curious that the 2 I like most are written by Chris Avellone. Didn't know that Kudos to him for again writing the hands down most unique characters. (Well, imo) To be absolutely honest, when comparing to Torment and BG2/TOB and Mask of the Betrayer (the only decent NWN2 campaign) then there wasn't really anything that topped any of my favorites from those. But PoE II might still change all that. heh ^^ -
Ok that was a major pain but my save shows very funny irregularities (100) Assets/Data/Prefabs/RPG/Spells/Wizard/L_04/Wall_of_Flame_Trap.prefab (88) Assets/Data/Prefabs/ItemMods/WeaponMods/Fine_Weapon.prefab (60) Assets/Data/Prefabs/RPG/Spells/Wizard/L_05/Wall_of_Force_Trap.prefab (42) Assets/Data/Prefabs/Items/Weapons_Shields/Shield_Medium/Shield_Medium_Heater.prefab (34) Assets/Data/Prefabs/ItemMods/WeaponMods/BaseWeaponMods/BaseStiletto.prefab (32) Assets/Data/Prefabs/ItemMods/ArmorMods/Fine_Armor.prefab (29) Assets/Data/Prefabs/ItemMods/WeaponMods/BaseWeaponMods/BaseSpear.prefab (28) Assets/Data/Prefabs/Items/Weapons_Shields/Shield_Medium/Shield_Xaurip.prefab (26) Assets/Data/Prefabs/Items/Weapons_Shields/Stiletto/Stiletto_Fine.prefab (26) Assets/Data/Prefabs/Items/Weapons_Shields/Spear/Spear_Xaurip.prefab (25) Assets/Data/Prefabs/Toolbox/Traps/Trap_Generic.prefab (24) Assets/Data/Prefabs/ItemMods/WeaponMods/BaseWeaponMods/BaseFlail.prefab (24) Assets/Data/Prefabs/ItemMods/ArmorMods/SecondChance_Ability.prefab (23) Assets/Data/Prefabs/Items/Weapons_Shields/Flail/Flail_Fine.prefab (23) Assets/Data/Prefabs/Items/Head/HAT_Hood.prefab (21) Assets/Data/Prefabs/ItemMods/WeaponMods/BaseWeaponMods/BaseDagger.prefab (20) Assets/Data/Prefabs/ItemMods/Spellbinding/Spellbind_Minor_Jolting_Touch_Ability.prefab (18) Assets/Data/Prefabs/Items/Weapons_Shields/War_Bow/War_Bow.prefab (18) Assets/Data/Prefabs/Items/Weapons_Shields/Sabre/Sabre.prefab (not gonna show more, these are biggest from 100 down to 18 So.. mage (wall) spells bloat this file massively! And they are not cleansed by your cleaner as they are not technically traps. Blimey.
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$ strings MobileObjects.save | grep .prefab | prefab_filter.rb | sort | uniq -c | sort -nr The ruby script in the pipe is just something to quicky chomp the first character of each string in the pipe, as otherwise a binary value from last key before the prefab string ends up in front You lost me at $ strings Sometimes I regret that I stopped learning scripting languages more in-depth, but I am artist (And stuck on Windows with no unix around ;p)
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How did you create that nice list? My list looks quite different (and with quite different I mean that I have over 400 entries on dirty search for "Items/Armor/" which would equal what I sold. Also both stuff I sold and my stash are sizeable at this point, as there is no store at the end of the game ;P If you are so obliged, here is my save http://www.mediafire.com/download/gpcmzk43us9w3gz/e6f43dbc06824c1c981e0bc38ad015b9_15916869_SonneimSchatten.zip Though a dev already had asked me for it, so that's why I have that link laying around. I am honestly curious and have no resident scripting skills to sort as nice as you did
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You need to delete all files in %UserProfile%\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity\CurrentGame %UserProfile%\AppData\Local\Temp And most likely all stored files in %USERPROFILE%\Saved Games\Pillars of Eternity (Except the save you want, but if the game has the same problem all over again, your save edit failed and the save is junk) So delete it, and quicksave out of an older save again. If you still have saving problems, then I don't know I'll try the third, I deleted the temp folders but did not delete all the other saves. I'll try that, thanks! Just be sure that you that you don't delete saves you actually wanted to keep, better to move them elsewhere just to be sure.
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Does "Every area visited increases load times of areas visited afterwards" count as "something that shouldn't be there" ? My load times without autosave are 15 seconds now, for every, single, area. Tiny hut, giant city, doesn't matter. Also it seems that the game stores infinitely what you sold to stores. So if you like me, sold over 1000 things, you have a 6.4mb bloated file that the cleaner can't clean. And all this stuff further slows down loading too. Ps.: I have 52 xaurip spears in my mobileobjects.save and exactly ZERO in stash and inventory. So it really seems to be that items sold to stores bloat this file up even more. Stores should thus wipe their inventory every 24hrs ?
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Mir im übrigen auch, der ganze Satz fließt dadurch schöner auch wenn er auf den ersten Blick komplizierter klingt. Und es packt die ganze Beschreibung auch in einen Rahmen den man sich sofort vorstellen kann und den man auch in einem Rutsch lesen kann. Tut mir Leid das ich da jetzt soviele Posts dazu provoziert habe Im End-Effekt gefiel mir schon der Original Text nicht. Weil er eben dieses ; verwendet. (So und jetzt geh ich wieder lurken ,p) Ps Schleimteigtaschen auf Zimtbrot?
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Yeah that is true But I guess my point was that if you go away from the Rogue having Rogue skills exclusively then why even bother having a Rogue class? In PoE the Rogue is optimally someone you made from scratch (as you can't raise mechanics high enough on people you recruit after reaching level 5) so the game still forces you to "carry the skills" somewhere along or make a dedicated "Adventurer" with mechanics on 10. And in normal gameplay you end up having mechanics on a char where you probably didn't want them (My "rogue" was the mage guy as very early I decided to stick mechanics on him). So I dunno if I like this system more or less. I guess I must be the only one who did enjoy traps in BG2, as they made Rogues (And sneaking around) infinitely more valuable. I started Firkraak fight with traps laid out everywhere and a backstab (sadly he is immune to crits) so there was that