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tonpix

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Everything posted by tonpix

  1. I'm aware of links being structured in tree hierarchy, but it still doesn't explain what's the purpose of this specific snippet I quoted above. Normally AttackRanged component is used for ranged weapons with recovery instead reload (for example wizard Rod), but if it's used as supplementary code and doesn't affect how sword behaves, and uses invisible prefab, then it's mystery to me that I can't explain. Thanks though
  2. It seems to be appearing in codes for AoE abilities/spells. (810 search results in attack.gamedatabundle) I'm trying to mod WotEP and this code was under attackaoe component. When I removed this below code, sword was still functioning attack-wise. Have devs or anyone know what's the purpose? { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 1, "IgnoreMagicDefense": "false", "ProjectileConeAngle": 145, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 10, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } }
  3. Right now, default behavior of Whispers of the Endless Paths, is that you have to select target and it will hit side enemies as well. However, there are 2 main issues I'm trying to mod-fix: 1). You can't aim at ground, like chanter invocations can do. Meaning you can't do preemptive strikes for incoming mobs, nor attack multiple mobs that are positioned in weird places (for example 2 mobs with huge gap between them, if you attack one of them, it won't hit nearby enemy. But if you could hit ground, aoe would cover both mobs) 2). You get aoe preview cone, but it seems the real aoe that is invisible, is the one that happens when wielder attacks mob and turns directly to him (which causes incorrect aoe preview, so not hitting side enemies is pretty often event) Does anyone have ideas how I can get a such improved attack (invocation style free-aim cone + possibility to select target and keep auto-attacking him) ? I've checked attacks.gamedatabundle. There are 2 parts of wotep, attack and aoe. I assume attack is the one related to auto-attack. According to documentation: Requires HitObject (without space, funny censor there catching poop word) If checked, the user must target a character with this attack. Otherwise, the user may target a location. This attack module has set it on true. However, setting to false, while it should make possible to "hit" ground (I guess it's what location means), it doesn't change anything. I'm not sure if I'm missing something, or if this is a bug. Could devs clarify this? @BMac @CDiaz I've tried different approaches/thought, Kilay tried hard too, but we didn't get any success there so far. What I tried: 1). I thought it may just be related to the way how auto-attack from sword icon on bottom, meaning it's hardcoded and not related to how abilities are set. But that's super rough guess without any knowledge to modding 2). Replacing AttackMeleeComponent { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" } With hel hyraf 2 components, attackranged and attackaoe { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "ProjectileCount": 1, "IgnoreMagicDefense": "false", "ProjectileConeAngle": 90, "ProjectilePrefab": "prefabs/projectiles/invisible_projectile.prefab", "IsMultiHit": "false", "MultiHitTravelDist": 10, "MultiHitMaxHits": 0, "LaunchSource": "Caster", "LaunchOffset": { "x": 0, "y": 0, "z": 0 }, "LaunchOffsetRandom": { "x": 0, "y": 0, "z": 0 } }, { "$type": "Game.GameData.AttackAOEComponent, Assembly-CSharp", "BlastSize": "Large", "BlastRadiusOverride": 5, "DamageAngle": 90, "ExcludePrimaryTarget": "false", "IgnoreParentTarget": "false", "ExcludeSelf": "false", "BlastPhysicsForce": 500, "PushFromCaster": "false" } No success, I didn't have any aoe previews. Don't know why. Any ideas or hints? We would appreciate it. Minor question - what's the fastest way to reload mods, except menu -> refresh mod manager -> load game, maybe console command or unity console? Cheers, t
  4. Modals are activable. I'm surprised it's intended - right now I'm using a CC build that have 2 weapon sets (dual wield blunderbuss+wand / rod), all of those weapons are needed to have modals on to make it working. I switch weapons a lot. I really need to have toggle system for modals, otherwise it's just too much clicking/forgetting. If my suggested behavior isn't applicable to most players, then perhaps option in game settings to set modals as toggle buttons would be a good compromise? Save game and output are already provided in first post. Thank you.
  5. 1. load game save http://www.mediafire.com/file/ahesvk9mxp9az4j/bugged_modals.7z/file (it includes output log) 2. select Aloth, enable modals on 1st weapon set, switch to another weapon set, switch back to see that modals are disabled. It doesn't appear to be a visual bug, test verifies that effects match whenever modal is on/off It seems to happen on any character, I think its just a global bug. Reloading save and restarting game doesn't help. It greatly hinders playing with builds that rely on modals. Too much clicking and forgetting about them which can cost a lot in highest difficulty. Was this bug logged and is there any progress? Any chance for hotfix?
  6. No, you can't make a property that isn't an array into an array without changing the code. Can you please talk to the devs to make this property an array, if possible? I think 2H weapons are lacking an AoE modal. Could be something like -10 accuracy and apply the same effects of Carnage (full atack + 0.33 damage to other targets) while modal is working. This could add some flavor and make a lot of 2H weapons viable. Multiple modals per item sounds really good, I imagine for martial classes it's like changing style of sword play or different autoattacks. I'd definitely love to see it
  7. Because only features related to characters are the broken ones (class convert + abbilities) due to change in code for class identification. It should be easy fix, but author is too busy and will come back in 1-2 weeks I guess
  8. Does anyone know a reliable way to stop updating to 1.2 in steam without using offline mode? I want to keep 1.1 for mods (Unity console wont be updated for 1.2 for at least 1 week + few mods probably would stop working)
  9. It may be similiar to my issue I had - I couldnt use abilities (they were greyed out and placed in one row outside character icons). I removed mods/unity console and verified steam install, but problem persisted, reinstall did the job though. Maybe it could help you?
  10. This 1st bug has been alive since release. Very annoying if you have a lot of buffs/debuffs and can't see them (especially when they're unique, like from enemy)
  11. https://imgur.com/a/u8U4UBN 1. All abilities are removed from class icons (barb/wizard) and moved to a single row you see on right from those icons 2. They're greyed and can't be used, despite being in combat I've tried to fix it via: - removing mods + unity console - verifying files in steam - changing to english - new game It happens for Watcher and companions. In some older game saves Watcher could use few abilities, but not all, and all companions couldn't use abilities 100% Question to devs. Was it reported? I didn't see anything similiar on forum and discord (except 1 person having problem with Serafen being unable to use abilities). I'm worrying I may not have it fixed on live patch. 1.2.0009 beta version. Also, this bug may be related to the fact when i spawn skeleton mages via console, they don't cast any spells, especially Arcane Dampener. Which they did when I tested week ago or so. Please for some information or questions if it helps. At this moment I can't test if Arcane Dampener bug with drugs was fixed or not. The dev on last twitch stream was unable to give concrete answer whether it's fixed or not. (Perhaps there you could answer?)
  12. I've tried this and it's fun build, but didn't feel right for long, potd+deadly deadfire fights. Paladin has zeal return for sworn enemy on PL3 and zeal on kill on PL6, so resource sustain is good, while rogue not so much. It's hard to tell me if his passives compensates it well.
  13. Does Lesser Wounds passive really work for Nalpazca? If so, how does it work, since you don't get wounds from being hut, but only from being high?
  14. I have main character MC with paladin with Eternal Devotion and Pallegina with Shared Flame. With both being active (15% and 10% respectively), do they stack and how this additional fire damage is calculated? I can't figure it out from combat log
  15. They probably forgot again to update beta branch, so switch it off on steam and should update. (that's what I did)
  16. For some reason, this DLC isn't shown in DLC list you see on main menu screen on left bottom corner. But steam says it's installed. Which gives?
  17. Does it mean she can be Kind Wayfarer in Deadfire, or nah, like Josh said?
  18. Nice one. When can we expect the big 1.1.1 patch in it's beta form for us to try? Cheers Asking real questions :D
  19. Sorry to be blunt, but when can we expect a real patch for bugfixes? If it's a next patch after the one that's in beta right now, I guess it will take weeks? EDIT: Was Arcane-Nalpazca interaction fixed? If so, in what way?
  20. I thought it's a design for preventing abuse, but who knows. It seems if you use Refreshing Defense, it can extend duration by 2s from hits of enemies, but it's limited to 5 uses or so. After that skill no longer extends duration. Has anyone tested it?
  21. I'm not sure, are you saying Caroc Int resist doesn't block Spirit Frenzy Stagger hitting your team and it's intended? Why it would be?
  22. Reproduction steps: - take Breastplate of Devil of Caroc, enchant it for Intellect resistance - use berserker Spirit Frenzy, stay near team - tooltip says berserker isn't Confused thanks to armor, but team still gets Stagger status (Spirit Frenzy tooltip clearly says it affects only enemies + there's no Confusion, why it's affecting team?) I suppose it's a bug that may be pretty common due to popularity of berserker and Caroc armor
  23. - Cosmo Pig gives -16% penalty armor recovery to medium armors - Breastplate of Devil of Caroc is medium armor and has unique property of -10% penalty reduction 16% and 10% don't stack, if I put Caroc on, I see on weapon recovery tooltip it gets penalty reduction ONLY from Caroc, 10%. When I remove armor, the Cosmo Pig' 16% works (it shows armor penalty minus reduction, so 35%-16%=19%) I think both reductions should be stacked. If by design you don't want it, make at least higher penalty reduction suppress weaker.
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