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Everything posted by iscalio
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Sure. Just put this file in your override folder. https://ufile.io/hcyxi Alternatively, if you want to achieve this while using other mods that change the characters.gamedatabundle file, just search in it for "NudeBodyVisualData" and set it to "NudeBodyVisualData": "prefabs/items/appearance/body/cl/cl33/a_cl33_v03.asset", Voilà.
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In addition to what Opheleus said, there are also many conversation options only members of certain classes, races, cultures and backgrounds have available. Priests of various gods, Vaillians, Huana from the Deadfire and Aumaua from Rauatai are particularly common. Often these conversation options are just fluff though. There are also means to complete quests and attain special boons for specific classes. Sometimes special items can replace the class (such as a unique staff from a completely unrelated unique enemy that can serve as a druid in one quest).
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The naked model (M_HUM_ND01.fbx for human males for example) has a variety of submeshes. M_HUM_ND01_Body_Shorts01 for example is the trunks-like underwear human males wear by default, M_HUM_ND01_Body_Shorts02 would be the loincloth one an elf has, which is set to "hidden" for human characters, but could be easily activated instead of the other one. If you set both submeshes to "hidden", then the model is naked, but, um, incomplete. If you set the submesh M_HUM_ND01_BodyS_Package to "Hidden = 0", genitals are added. Additionally, you can activate the submesh M_HUM_ND01_BodyS_PHair01 for pubic hair if you want it.
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Addendum: After you have done the above, Fassina will be a regular wizard without the Conjurer bonus power level or the spell restrictions. However, she will still know the Conjure Familiar spell. If you want to remove that too use RemoveAbility Companion_Fessina(Clone) Conjure_Familiar Depending on her equipped grimoire, her status screen might also list some of her spells twice. This display error is easily fixed by un- and re-equipping the grimoire.
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Portraits II
iscalio replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Just to share: A portrait I made for Oboro, an ocean folk fighter I used for my second playthrough of the first game: -
Are the -25% damage from the Morningstar modal and the +25% damage from the more common criticals (due to Brute Force resulting in Morningstar hits virtually reducing enemy deflection by 25 points) canceling each other out? I have very little understanding over which damage modifiers are multiplicative and which are additive in this game.
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Hello. Does anyone know how complex it would be (if it is possible at all) to modify the game so that individual attribute effects are shifted to another attribute? For example, Might affects healing done. Without changing any other formula details, could a mod make it so that the game checks the healer's Resolve instead of his Might to adjust healing done? Or make Dexterity give a Deflection bonus instead of Resolve etc.? Has anyone done/tried something like that in Pillars 1?
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