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dam

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About dam

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    (5) Thaumaturgist
    (5) Thaumaturgist

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  • Location
    France
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    dam23

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  1. Updated the mod as follows. Added new spells and associated pseudo-passive research : Maura's Creeping Doom : A more potent version of the Ability Tier 3 Druid spell Infestation of Maggots, doesn't scale damage based on missing health but builds up in potency rapidly over time. Minoletta's Arcane Potency : Grants +4PL until combat ends. Ryngrim's Overwhelmind Dread : A large AOE pulse emanating from the caster every 3s for 15s. Any enemy whose resistances are overcome is Shaken, Hobbled and Weakened until combat ends. Adjusted : - Concelhaut's Leeching Cloud no longer receives a free +15 Accuracy bonus Fixed : - The pseudo-passive Research abilities have been set to 0/rest so they can no longer be "used" (to no effect anyway)
  2. Hello everyone, If like me you still play and replay through Deadfire, I've just released a brand new mod trying to mimic Baldur's Gate's epic spells. The spells require research, meaning you'll have to pick up "useless" abilities before unlocking them at Ability Tier 9, representing a progressive learning process. The spells are non-keyworded to ensure they're available to every subclass. Citzal's Immovable Object : Grants Spirit Shield, Bulwark Against the Elements, Mirrored Image, Llengrath's Displaced Image, Llengrath's Safeguard and Arcane Reflection for a long duration. Concelhaut's Leeching Cloud : A significant upgrade over Corrosive Siphon (8 -> 12 base damage, 10 -> 45s duration, small -> large AOE). Zandethus' Unstoppable Force : Grants all Tier 3 inspirations for a long duration except for Might (Tier 2) and Resolve (Tier 2). Note that unless you get suppressed or dispelled, this effectively grants you unlimited spell casts because of the Brilliant inspiration's resource generation. The mod leverages the Append to progression table mechanic, which means it doesn't overwrite existing progression tables for wizards. As such, it should be compatible with anything you throw at it; I've tested it with a very extensive list of mods which are listed on the workshop page. The mod is available over at the steam workshop. Please don't hesitate to get back to me if you have any question or feedback. I hope you enjoy the new spells !
  3. The year is 2021, and I would like to thank you for all the time and effort you put into this. My hat off to you, sir.
  4. I've modded some goodness already, mainly for monks. If you describe your wish exactly (power scaling percentage, lash percentage...) I can try to make it come true.
  5. I'll give the new character a try and let you know, thank you for the inputs
  6. Hello everyone, I'm stuck trying to add a new upgrade for the monk's Swift Strikes. I have read through the following, to no avail : - Modding Basic Concepts - First Mod - Adding new abilities to a class I have created a new ability, Draining Strikes, which is supposed to be a new upgrade path from Swift Strikes. The ability is as follows : The status effects are as follows : I've copied the entire PT_Monk (dc561d91-7bc9-4314-acff-837511566964) entry from ProgressionTables to a new file in my mod folder, and added the following to the existing : - Add a new component to the base Swift_Strikes PL entity - Add the new ability under Swift_Flurry After loading an existing game and trying to recruit a new adventurer, I still don't get the new Ability to show up. I've been at this for a couple hours now and I'm really unsure what to check next. Since 2 pairs (or more) of eyes generally spot problems easier than just the one pair, does anyone have an idea where I've gone wrong here ? Edit : the ability still uses some props from lightning strikes, such as VFX and icons ; I've not gotten to the aesthetics just yet, trying to get the ability upgrade to show up in the progression tree first thing.
  7. Also, here's an example from global.gamedatabundle, with a script that runs on Game Start (seems to be the Berath Blessing for the mythical adra stone) { "$type": "Game.GameData.NewGameBonusGroupGameData, Assembly-CSharp", "DebugName": "18_Mythical_Discovery", "ID": "83db9af0-fefc-4c63-b3d8-90b7124259e3", "Components": [ { "$type": "Game.GameData.NewGameBonusGroupComponent, Assembly-CSharp", "DisplayString": 61, "DescriptionString": 62, "DisabledAchievementsAndChallengesIDs": [], "WhenToRunScripts": "OnGameStart", "Bonuses": [ { "DisplayString": -1, "Cost": 30, "ScriptsToRun": [ { "Data": { "FullName": "Void SetGlobalValue(String, Int32)", "Parameters": [ "bb_mythical_discovery", "1" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1935477378, "ParameterHash": -563393718 }, "Conditional": { "Operator": 0, "Components": [] } } ], "SpriteIcon": "gui/images/ingamehud/newgamebonuses/bb_mythicaldiscovery.png" } ], "IsChallenge": "false" } ] },
  8. I think a good starting point would simply be the Watcher Abilities. Check how the first one we get is delivered (has to be via a script or at character generation), and walk down from there
  9. OK I just spent waaaayyy too much time trying to change an ability to a Free Action in turn-based. I'm not sure if you know how, so just in case to save you the time : Whether you've got yourself a free action is stored in the Attack definition of the ability. What's a bit tricky is, by default, it's a combination of the attack variation and recovery time You can override it, just like so : { "GameDataObjects": [ { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "Smoke_Veil_Self", "ID": "c114f495-e7cb-4be4-b70b-e71c9f9c51af", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "OverrideTacticalActionType": "Free" } ] } ] } Documentation over here : https://eternity.obsidian.net/game-data-formats/components#attackbasecomponent
  10. I'm looking the docs all over, for a mod request (make smoke cloud a free action), and I stumbled upon this which might be of interest to you : https://eternity.obsidian.net/game-data-formats/enumerations#overrideattackvalue OverrideAttackValue lets you force the type of attack you're triggering, be it full, primary, or secondary. Just thought I'd drop that.
  11. Hello guys, Remember the old Baldur's Gate days where your monk would gain Armor Class with levels ? Now you can do the very same here in Deadfire. Transcendent Suffering now provides +1 universal Armor Rating at level 1, with a further +1 bonus every 2 Power Levels hereafter. I have not modded the inability for Monks to wear armor, whether you want to play your monk naked à la Baldur's Gate or not is your decision. Mod over here : https://steamcommunity.com/sharedfiles/filedetails/?id=1677798476
  12. Hello guys, I like Monks in POE and POE2. They have OK tankishness, good CC and shine in prolonged combat. While I can understand the balance issue at hand, I dislike Mortification, which prevents me from using an ability all throughout the fight. This mod makes Flagellant's Path, Shared Pain and Launching Kick cost Wounds instead of Mortification. The screenshot shows 3 Wounds, but I've tuned it up to 5 Wounds since. Mod over here : https://steamcommunity.com/sharedfiles/filedetails/?id=1677798476
  13. Meh, that is too bad, thought I had something to help you out here
  14. OK I might be totally off here but, let's give it a shot anyway : Why not make the vanilla abilities you wish to remove invisible ? Just like Monastic Unarmed Training when you multiclass a monk with say a barbarian. The abilities still exist, they just aren't displayed and cannot be picked. It seems there is also a RemoveAbilityID which could do the trick, give your class a passive ability at level 1 which removes whatever you want to go away. See here.
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