Jump to content

dam

Members
  • Content Count

    531
  • Joined

  • Last visited

Community Reputation

282 Excellent

About dam

  • Rank
    (5) Thaumaturgist

Profile Information

  • Location
    France

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. 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.
  2. 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.
  3. I'll give the new character a try and let you know, thank you for the inputs
  4. 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 adde
  5. 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": [ { "D
  6. 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
  7. 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", "Compone
  8. 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.
  9. 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
  10. 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
  11. Meh, that is too bad, thought I had something to help you out here
  12. 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.
  13. 2 challenges I really dislike : - Wael challenge (or is that Skaen ?) : I mean, seriously, one of the key points of the game (for me, at least) is to see big damage numbers. With this challenge they're just gone, I'm Dark Souls'ing it there, it doesn't feel rewarding - Abydon's challenge : I get the whole repairing hardware thing. I actually loved the iron crisis mod for BG1, which made un-enchanted magic items break. Here however, I need to repair 4 times per dungeon on my tank, the hell is that. The repair rate needs to be reduced very much, or higher tier (superb+) equipment n
  14. I like your reasoning, I dislike your "gods are amoral" bias though Whosoever decides what is moral and what is not ? Whosoever is so self-important they think themselves judge ? The "gods" saw an opportunity for evolution, to become something more, and they took it. Did this opportunity come at a cost ? Possibly. Was that cost worth it ? Possibly. Was it done in service to the greater good ? Possibly (the needs of the many outweigh the needs of the few ; in some cultural or political constructs). Is murdering an innocent in cold blood to save millions worth it ? Possibly (see the w
×
×
  • Create New...