tonpix
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What's the latest version that doesn't have this AI behaviour? I might try switching from steam to gog to rollback to older versions I want and avoid such unlucky patches. This bug seems to be easily reproduced, yet 2 weeks passed and no hotfix, not comments from devs on progress/patch eta. Enough of waiting for me Like the Arcane dampener bug interection with nalpazca that been reported 4-5 months ago multiple times
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are you trying anything to separate enemies on gorecci street? I've always had to use a trap or sparkcrackers or something to manually separate them before combat starts or else I pull everyone. Can confirm on a post-3.1 update that the training room with various skeleton enemies everyone comes now. Would have been particularly brutal except a different bug meant that I was a higher level before than when I would normally be dealing with the skeletons. No, just placing trap in front of my team and provoking fight with bow/gun was enough to make gorecci fight into 2 phases (v2.0 and pre at least)
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Plugging in, after 2-3 months of break, I started game again on Potd + berath's 2+ to all attributtes + scale everything, up + deadly deadfire mod from nexus. Noticed I couldn't split enemy group on gorecci street and engwithan site top room (traning room with various skeleton enemies) anymore (positioning far behind, sending scout with range weapon to provoke few enemies to come to my group). I know people are probably asking for more difficulty, but 5-10 enemies attacking my lvl 2-3 tank is a kind of stretch :D
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I had a long break (2-3 months or so) and came back today to start a first legit full run. Like earlier, I took potd + deadly deadfire mod, and noticed when I'm trying to split tougher groups, whole group swarms to me, no matter if some enemies were far away and hidden in fog of war. I used to provoke and drag, for example, 2-4 enemies to my team hidden somewhere far away, finish them, then push to remaining enemies. I'm talking about first island quests (engwithian site, or large group of salvagers in semi drown town part, with well). It would be dissapointing if it was intented change, killing one of scarce few strategical aspects of game
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Mod Requests
tonpix replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Everything is getting looking so professional, keep doing your awesome job -
https://gfycat.com/FlimsyLinearHapuka Idea was born from Bmac's answer to my PM about reloading mods and I decided to make a simple macro tool. Basically it automates some tedious actions modders do. In v0.31, you can: - reload mods with F6 hotkey (puts reload console command and loads a quick save, you will need it, press F5) - spawn single Rotghast at pointer, F7 hotkey - spawn multiple Rotghast with amount you specify (1-9), F10 hotkey. Have fun with spraying! :D - PrintInstance oei_hovered on any hovered object, Ctrl+Right mouse button NOTES! - you may need to launch .exe as admin if it doesn't work for you - you need to make sure the console key is correct for you, check config.ini. It varies depending on language keyboard uses, default is grave accent (`) Changelog and hotkeys inside file. After it reaches v1.0, I'll post on Nexus. Until then, I need to add few features and gather some feedback if possible. Cheers, tonpix_macro_alpha_v0.31.zip
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Peardox, Xaratas and Kilay found 2 interesting strings, there they are: <Entry> <ID>4967</ID> <DefaultText>Steam Workshop</DefaultText> <FemaleText /> </Entry> <Entry> <ID>4969</ID> <DefaultText>Publish this mod to the Steam Workshop? By publishing this mod, you agree to the Steam Workshop <link="https://steamcommunity.com/sharedfiles/workshoplegalagreement">terms of service</link>. You will have a chance to review the mod's Workshop page before making it visible to the public.</DefaultText> and 4965 = Unsubscribe4966 = Unsubscribe from {0}?4967 = Steam Workshop4969 = Publish this mod to the Steam Workshop?By publishing this mod, you agree to the Steam Workshop <link="https://steamcommunity.com/sharedfiles/workshoplegalagreement">terms of service</link>.You will have a chance to review the mod's Workshop page before making it visible to the public.4970 = Upload to Steam Workshop4971 = Update Mod4972 = Briefly describe the changes made to your mod since the last version.4973 = All files in this mod are my own creation, or I have permission to use them. First string gives a question - from what source is it going to publish on Steam Workshop? Second string seems to give some light on question - uploading mod that's placed in override folder and is detected by game's Mod Manager. This, and discussions we had on slack yesterday yielded next questions. Won't the nexus/slack/solo modders be at risk of being stolen by someone who can simply rename mod folder name and republish on steam as his/her own mod? What are protections against this possible action, what would we do in case someone republishes non-rightfully? Please keep in mind that when we saw roadmap with "Steam Workshop" for 2.1 patch on Slack, it shook things hard and chat was very lively. A most popular player platform, with huge player base with major part of Deadfire players, easy integration for mods and much better promotion for mods - few of more possible advantages I can pull from mind now. However, some slackers had doubts, and I believe they're legit and need to be adressed by Obsidian. Some slackers are concerned that Steam Workshop might be slow at removing plagiarized mods (some say it's known for Workshop having lot of such mods, some have neutral opinion). We didn't discuss much after discovering strings and I wanted to bring modders' attentions to this matter and start possible discussion there. I haven't thought much about solutions for that - theoretically a option to lock mods to specific mod platforms (Nexus, Workshop, Selfhosting etc.). It can be changed only by author. Might sorta help with keeping mods in places where authors want to be. What are your thoughts?
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@Bmac, is 4k required? If yes, would you consider allowing us to use smaller resolutions to avoid wasting empty space/memory? Also, important question for me - is it possible to create atlas that can be used by multiple mods, separated in folders? Could be a matter of folder structure, for example /override -> tonpix mods -> single icon atlas + folders for different mods, separated in folders?
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[2.0] Arcane Dampener still buggy against drugs
tonpix replied to tonpix's question in Patch Beta Bugs and Support
I haven't seen any devs/supports admitting to anything, just saying they're investigating Though, what sense it makes if you have BOTH drug buffs and withdrawal (which should come from drug buff being gone) ? -
[2.0] Arcane Dampener still buggy against drugs
tonpix posted a question in Patch Beta Bugs and Support
1. take drug 2. let enemy cast Arcane Dampener 3. wait for Dampener to wear off 4. you will notice you have both drug buff and drug withdrawal. On nalpazca, you have one more withdrawal coming from monk sublass It's 100% repro. I reported it month ago, told support via email, primarily support guy thought the spell is casted by friendly, after clarifying this, he said it will be reinvestigated again. It was 2 weeks ago. (you can check emails with typing my nickname in searcher) Multiple threads reported it. First report appeared 2 months ago. Can you tell me why - with multiple reports, giving good details and instructions to 100% repro, this isn't fixed? I thought most of 100% repro bugs are easy to fix. Was this bug backlogged, or is it a time-wasting bugfix? What's the actual status/note on this bugfix in bug databse? I want a solid explanation why bug wasn't fixed. I've been waiting for this bugfix since release - I didn't do full run due to this bug.