
omgFIREBALLS
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Everything posted by omgFIREBALLS
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Hey, it's because single wielding a one-handed weapon gives +12 accuracy. So if you put anything at all in the offhand, you lose that 12 accuracy That said, I'm fairly sure as far as your spells are concerned, you weren't getting that bonus accuracy for them anyway. Unless I've forgotten how this game works.
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No, I think you are being misled by faulty tooltips. Chants last 6 sec + 3 sec linger, and that's pretty much universal. Linger can be increased by int and by being a troubadour. I checked just now and nothing seems wrong. The part in Ancient Memory / Silver Knights tooltip saying they last 10 sec is a lie. You have in the same tooltip saying the duration is 6 sec and also specifying the linger duration. To make it extra clear: Furthermore, turning on Brisk Recitation will not give you full uptime on three chants. It will just make you spam chants that give 3 second buffs (regardless of int) and take 3 seconds to sing. It's for getting phrases faster, and can only give you full uptime on a single chant. They're not useless. The phrase + linger duration is the amount of time they actually buff you (difference being that before the phrase duration has elapsed, your chanter won't move on to the next phrase in the rotation). I don't know that you are correct that the two chants you mentioned apply more often. I don't use offensive chants though, so all I can say is it doesn't sound correct, but it might be Are you experiencing things contrary to what I'm saying here? Any weird durations? Noting that offensive chants are a bit less predictable since enemy resolve above 10 will lower their duration. Edit: It actually feels clear now that this fake duration in the tooltip has made you paint an erroneous image of how chants work. As soon as a phrase begins, the chant's buff/debuff is applied to everyone in range, and will last for 6 seconds + linger. After 6 seconds, the next phrase begins, and acts the same way. If Brisk Recitation is on, a chant's effect will only last 3 seconds and have no linger at all, but you will also move on to the next phrase after those 3 seconds, effectively doubling your phrase accumulation rate. I don't blame you for forming this hypothesis, but hopefully by looking at your buff durations you'll see it works like I described
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20 int troubadour has full uptime on two chants (in RTwP-mode). It's not possible to get enough for three; you'd need 60 int I think and the game is capped at 35 (which isn't an easy mark to reach either) AFAIK. I do recommend troubadour, partly because I'm obsessed with that full uptime on two chants. Chanters multiclass well. You're doing the first class' thing while passively buffing/debuffing and occasionally throwing out an invocation. You have both versatility and longevity. I can't comment on the monk part, as I'm not a fan of them for fantasy reasons, but I don't expect it will be a bad choice.
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This is the only thing that comes to mind: Pick the lock on Alvari's door. I'm not intimately familiar with VTC quest mechanics, but I do believe I have picked + opened that door just because I could and the guards didn't care. So, maybe Alvari is there. Also make sure it's business hours. If there are guards outside the VTC building entrance, it's not.
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Yeah, console has always saved the day for me in these situations. Resting has worked too, I just didn't want to rest. This sequence of commands should do it: iroll20s (to enable cheats) RemoveStatusEffect Player_YOURCHARACTERSNAME Flanked_SE_Armor RemoveStatusEffect Player_YOURCHARACTERSNAME Flanked_SE_Deflection
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On a gameplay level, I have one big wish, and that is (assuming RTwP) a strictly pause button. Obsidian expanded upon RTwP with a rich variety of auto-pause triggers. And these are good, but "read my mind" is not among them (I would like it, but without violating my privacy, figure it out). So a situation happens, and you want to pause, but between you finishing the thought and pressing spacebar, an auto-pause triggered, and you unpaused. And now, you wanted the game paused for two reasons - whatever you tried to pause manually for, and whatever trigger caused the autopause - but it's actually running, things are getting worse, you have to pause again, and maybe the same thing will happen again when you do. The strictly pause button can only pause the game. It's not a toggle. If the game is already paused and you press it, nothing happens. I want that button. (It doesn't already exist, right?)
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Well, due to being single classed you'll get higher power level, which is just general awesomeness (slightly more damage and accuracy). Scion of Flame, Spell Shaping and Farcasting (as you know ) will also be available to you. I don't think it's a bad choice to single class your wizard. It'll give you a lot of bread and butter. Boeroer's suggestions will give you cheese instead.
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Spell range
omgFIREBALLS replied to Naughtydread's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Uh, this might not be so easy to explain (I mean, one month ago I didn't know this stuff at all). { "GameDataObjects": [ { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Fireball_Aoe", "ID": "5bc9f76b-2113-409f-81c0-5096e66974be", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] } ] } This is a mod that increases the range of Fireball to 20 (by default it's eight) You can save this as morerange.gamedatabundle and put them in a new folder under override, like you did with Farther Farcasting. { "GameDataObjects": [ { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Fireball_Aoe", "ID": "5bc9f76b-2113-409f-81c0-5096e66974be", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] }, { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Minolettas_Minor_Missiles_Ranged", "ID": "48ea2167-98b1-4680-8644-f751564d8fbb", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] } ] } Here I've added Minoletta's Minor Missiles, so you can hopefully see the pattern of how to add spells. { "GameDataObjects": [ { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Fireball_Aoe", "ID": "5bc9f76b-2113-409f-81c0-5096e66974be", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] }, { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Minolettas_Minor_Missiles_Ranged", "ID": "48ea2167-98b1-4680-8644-f751564d8fbb", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] }, { EDIT THESE LINES "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] } ] } And here it should be extra clear It's only really a matter of finding the lines. Open Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata\attacks.gamedatabundle in Notepad++ and you will probably see an utter mess. You'll need a plugin, I believe it's called JSON Viewer. With this installed, press Ctrl+Shift+Alt+M to format the code into something readable. Then Ctrl+F to find the spell you want. Let's say you want to edit Ray of Fire, so you search for ray_of_fire and find something that begins with: "$type": "Game.GameData.AttackBeamGameData, Assembly-CSharp", "DebugName": "Ray_of_Fire_Ray", "ID": "e99275fd-a921-40bb-9cc1-a20c6f66106b", These are the three lines you need to copy, so we get: { "GameDataObjects": [ { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Fireball_Aoe", "ID": "5bc9f76b-2113-409f-81c0-5096e66974be", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] }, { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Minolettas_Minor_Missiles_Ranged", "ID": "48ea2167-98b1-4680-8644-f751564d8fbb", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] }, { "$type": "Game.GameData.AttackBeamGameData, Assembly-CSharp", "DebugName": "Ray_of_Fire_Ray", "ID": "e99275fd-a921-40bb-9cc1-a20c6f66106b", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AttackDistance": 20, } ] } ] } And for reference, 20 range is already farther than your character can see, but you can probably go as crazy as you like with that number -
Spell range
omgFIREBALLS replied to Naughtydread's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
It means Power Level 5, which in this context means that you need level 9 as a single class or level 13 as a multiclass to unlock the fifth talent tier, in which Farcasting is available -
Spell range
omgFIREBALLS replied to Naughtydread's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hey, I was able to figure out how to do this for individual spells. It's not too difficult, but it would be way too cumbersome for me to do it for each and every wizard spell. I'll give you three options: 1) I try to teach you how to do it. 2) You name like five spells in particular that you want buffed. 3) My favorite: I write a mod that buffs the Farcasting talent so that it provides much more bonus range, and you give yourself that through the console (or wait until you unlock PL 5 abilities). Obviously that will buff it for anyone at all who uses it. I don't think any enemies do, but that is just a hunch. Edit: I went after 3) already and it was really easy to buff the talent, but for the life of me I can't manage to move it to a different tier in the talent tree. It'd be such a quick & dirty fix. Here's a mod for just the buffed talent (now quadruples casting range). Just make a folder in Pillars of Eternity II\PillarsOfEternityII_Data\override\ for it. FartherFarcasting.gamedatabundle Just open it in Notepad and change the 4.0 to something else if you want more/less range (cast range will be multiplied by this factor). -
I am, well, me, and I approve this thread. This is far from my area of expertise, so I only have nitpicking to contribute with here. Boeroer, while that is a wealth of creativity out of you, I think you missed that OP wanted a build for TB. I've never tried TB, but I believe I know that you only get one action per turn, so something like spamming Sworn Enemy wouldn't be nearly as smooth as in RTwP. Though, if you want to use it, both its upgrades would be nice for this build. Also the general speed/recovery shenanigans of barbarian might not shine as much. Flame me hard (pun intended) if I'm wrong And this next one I am more certain of... the axe with +2 fire PL is called Magran's Favor. Magran's Blessing is a shield
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While browsing statuseffects.gamedatabundle for buffs to filter for my mod, I came across a bunch of buffs related to someone called Nisanga. I believe these are the "Fortune" buffs listed here, and I also believe that list may very well be partly populated by datamined stuff, so nobody's necessarily actually gotten them legitimately. So anyway, since I smelled a +1 stat buff in the air, I tried to figure out just how to trigger this. But, my datamining skills have proven insufficient. In worldmap.gamedatabundle there are three uh... entries? that seem relevant: "DebugName": "RE_Fortune_Teller_Lady_Abimi", "ID": "b2ce0550-0bfe-457b-8faf-0cb73e582474", "DebugName": "RE_Fortune_Teller_Lady_Nisanga", "ID": "99febfc0-de86-4517-84ef-fae2e7bd518e", "DebugName": "RE_Fortune_Teller_Unnamed_Watcher", "ID": "6df163e6-aa2b-415f-a794-680986b92302", However, that's pretty much as far as I've gotten. As far as I can tell, these ID's are not referenced anywhere else (I did a find-in-files search in exported\design and in the lax* folders). Looking at other entries, RE seems to mean Random [Neketaka] Encounter. I can tell you for certain that if they are, they're not something that "simply happens"; much like several other such encounters, there are probably [very specific] conditions that must be met. But, I don't know how to determine what those conditions are. Any 1337 h4xx0r around? Update: As far as I can tell, all random Neketaka street events simply have the condition that you must have visited all districts. These three fortune teller events are similar to all other random events in that they contain this bit: "ValidityConditions": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean CallGlobalConditional(Guid)", "Parameters": [ "82c00560-9f37-41d1-9691-8ff1d19f5697" The parameter at the end being the key part, leading to an entry in globalscripts.globalscriptbundle which seems to be a confirmation that you've visited all districts. Comparing to say the scripted interaction with Laetharn, which also happens "inbetween districts" in Neketaka, the parameters are different. No weird string, just having restored the adra pillar at Hasongo. Well, I also knew that to be the condition from having played the game a lot Anyway, obviously visiting all districts is not enough to get these fortune tellers. Update 2: Current theory is that the GuidString used doesn't actually lead anywhere. I don't know what a GuidString is, but for a random encounter that actually happens, that string returns loads of matches in the relevant .conversationbundle file. In other words, the trigger is fine, but the encounters don't exist.