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tonpix

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Posts posted by tonpix

  1. 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 :(

  2.  

    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

     

    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)

  3. 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

  4. It's a general problem throughout the game right now.  In the crypt with the reckless brigandine I managed to pull the entire map with one fight.

     

    There's an open topic on the issues forum where the devs have stated it's not intentional and they're trying to figure out what is going on.

     

    Bollocks, and I thought after this long time game would be patched enough to play without major hiccups :( Thanks for link, it pretty much answers my question

  5. 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 :(

  6.  
    OawxBIf.jpg

     

     

    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

    • Like 2
  7. 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?
    • Like 2
  8. @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?

  9. 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. 

     

    • Like 1
  10.  

    I have a suggestion for Magran's Fires mode. If it isn't too much dev effort, is it possible to only disable overriding specific game data objects instead of disabling all mods? I'm thinking some players want to play with their UI/appearance mods. (Or like me, with my custom AI conditionals mod.) This would still prevent cheating by overriding the stats of spells/items/etc but won't force players to part with their favorite mods.

    Yeah, that's a good idea, I'd like to do it if we get a chance.

     

    Many thnks for small icons addition :biggrin:

    could we kindly know their expected size?

    Small icons are 42x42.

     

     

    Bmac, I investigated icon atlas pre 2.0b, and there are 2 groups, 48x48 and 42x42. Majority are 48. Theres example (look at bottom right ): https://slack-files.com/TBGCN982V-FBY9WJHM0-27eb7bdb6a

     

    My notes: link

  11. After some diggesting I noticed something interesting, that I can't explain what is this exactly:

     

    - I've copied rod modal blast aoe components

    - when aoe angle is set to 360, you have aoe preview under mouse cursor and if you select target, wielder comes first to "AttackDistance", then attacks. Just as expected from Rod aoe/aoe spells

     

    However, if I set less than 360, it changes two things:

     

    - aoe cone is attached to wielder root (feet)

    - selecting far target doesn't force wielder to come closer, he just stands and swings, without reaching target

     

    It's like the angle alone changes from spellcasting mode to invocation mode.

     

    Can anyone spark more light on that? I believe it might be key to solve my issue with trying to get a free-aim melee AOE with automatically walking to enemy in combat range. I also did a picture explanation of what I imagine a ideal aoe melee attack (notes - green circle is mouse cursor, cone behaviour is when angle is <360):

     

    post-75413-0-14924100-1532117261_thumb.jpg

     

  12. If you're 100% sure the AOE is working correctly then I guess there's a default fallback to centre on caster in place for AOE attacks.  I've never thought to remove it before as I assumed it was required.  In most cases it's required and you never know what changes will come so if it's standard in their code it's probably a good idea to keep it in place even if it's not required all of the time

     

    That's a good guess, seems game code is relying heavily on templates.

     

    Also, thank you very much for answers, they helped clearing up my education on mods.

     

    I'm attaching image there when with Kilay we've tried to get it working (image done on process we did in middle, but may help anyone in clarifying what my idea is)

    post-75413-0-14924100-1532117261_thumb.jpg

  13. The attack ranged component is needed for any attack, ability/spell/weapon etc that is not a direct single target melee attack.

     

    The AOE component acts like a spell really so it has ranged component to tell it where to aim at.  The invisible prefab comes in handy because it would look silly if there was some kind of projectile for a lot of these AOEs.   The sword would still attack a single target without the ranged component but I didn't think the AOE effect would work.

     

    Did you remove the ranged component from an override file or from the gamefiles completely?  If you just removed it from an override then the game might pick up the ranged attack component from the default files as of last patch.  If you removed it completely from the game and the AOE still works then I'm a little perplexed.. Maybe the AOE defaults to centre on the caster if the ranged component is missing which is what you want for this attack and  you're already facing the right direction for the AoE cone.

     

    I've removed from both override (new item from TT1's collection, so there's no base parameters) and original gamedatabundle (wotep). That's why I'm perplexed like you said.

     

    To summarize, the part of code I quoted, is kind of faker/aoe preview only?

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