
omgFIREBALLS
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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": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean CallGlobalConditional(Guid)", "Parameters": [ "82c00560-9f37-41d1-9691-8ff1d19f5697" The parameter at the end being the key part, leading to an entry in globalscripts.globalscriptbundle which seems to be a confirmation that you've visited all districts. Comparing to say the scripted interaction with Laetharn, which also happens "inbetween districts" in Neketaka, the parameters are different. No weird string, just having restored the adra pillar at Hasongo. Well, I also knew that to be the condition from having played the game a lot Anyway, obviously visiting all districts is not enough to get these fortune tellers. Update 2: Current theory is that the GuidString used doesn't actually lead anywhere. I don't know what a GuidString is, but for a random encounter that actually happens, that string returns loads of matches in the relevant .conversationbundle file. In other words, the trigger is fine, but the encounters don't exist.
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The wiki lists six "fortune" buffs among the various odd misc bonuses. It's very possible that this list includes everything someone managed to data mine, and not all of it is available. Still, I decided to do some digging. There are six strings among the status effects (statuseffects.gamedatabundle) along the theme of boon_nisanga_constitution and so on, one for every attribute. Searching various files for nisanga, I found "$type": "Game.GameData.WorldMapEncounterGameData, Assembly-CSharp", "DebugName": "RE_Fortune_Teller_Lady_Nisanga", "ID": "99febfc0-de86-4517-84ef-fae2e7bd518e", (worldmap.gamedatabundle) There are two other fortune tellers referenced above and below her. One is called Lady Abimi, another is called Unnamed Watcher. Judging from other entries in this file, these are random Neketaka street encounters, ones you get when traveling between city districts, like for example the oozes and the well event (I also believe RE means Random Encounter ). Yet, with way more time sunk into this game than I'd like to admit, I cannot recall ever meeting any fortune tellers. Certainly not as random Neketaka encounters. Anyone have any ideas? Your Watcher stands to gain +1 to an attribute here.
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Yeah, Rymrgand can also kill you in a scripted interaction in BoW if you taunt him (protip: don't mock him for needing your help). Note that you will physically meet his avatar at some point, and depending on your disagreements, this can lead to a fight. This is a different situation, and you won't be instakilled, but yeah you still need to win the fight.
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Edit: Ok wow, this was easy, but I actually don't see it mentioned anywhere how to get it. Been datamining and scratching my head over this for two hours now. It's not a very tricky thing so I'm sure loads have done it, just haven't shared it with the internet. Step 1: Examine the house, doesn't matter if you fail the perception check. I don't know what the ability check here is, so can't speak for it. Step 2: Enter the house. There are two ability checks available here as well. You don't need to do them. Might even be bad to do. Step 3: After entering the house, you notice the bodies. All you need to do now is flee the house, not pursue the arsonists. You can do all the other things if you want, even try to loot the bodies, as long as you choose to flee the house in the end. Step 4: A priestess of Amira (Hylea) will ask you if anyone survived. If you tell her to check for herself [Cruel], you get nothing. If you say nothing (no disposition) or that you're afraid not [Honest], you get a Huana Charm Belt and Amira's Blessing: +2 dexterity to your party until you rest. And if you find yourself having a dilemma... the arsonists drop nothing special.
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I agree with your arguments but disagree with your conclusion. I am playing a video game. I have a computer at my disposal to run intricate calculations in a matter of milliseconds (less? nerds chime in). I therefore want to utilize this power to create a good combat system, and care little about how smooth it would be to replicate it with (or derive it from) dice, pen and paper. Obviously P:K, BG2 etc started in the other end (a TT system that was computerized), but the point remains that I am happy Obsidian did this. PoE combat has, to me, far more nuance (attack roll outcomes, durations) than d20-based systems. I may never understand what the hell double inversion means, but I can still appreciate that this system is simply more enjoyable even if all I get is "more accuracy = more hits". It may not, as you suggest, have appealed to the broader audience, but I hope in the long run gamers will grow to appreciate a system that creates better combat over one that we can still use if we are nuked back to the stone age, even if the exact mechanics are very tricky to grasp. Perhaps in ten years, PoE will be considered an investment in better RPG systems, one that embraced the power of computers instead of making them automate very simple calculations.
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I want to make a case for the paladin Lay on Hands upgrades. Originally, they also cost 1 zeal, and I took Greater Lay on Hands everywhere. Since they made it cost 2 zeal, I don't take it at all. I just do not find 8 seconds of Robust being worth paying twice the price. Of course we can't make it cost 1.25 zeal, but I needed to say it... Something I would really like is if an upgrade could make you ignore recovery and cast LoH. I don't mean cast a LoH with 0 recovery, I mean cast a LoH even though you are in recovery. I would pay 2 zeal for that. Oh also, Hastening Exhortation is a pale shadow of its Pillars 1 counterpart. Are you sure you need to lower its duration?
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You say glitch, I say par for the course. Unless my character sheet is lying to me, it's stacking just fine here. With everything. In multiple parties. I tend to start my no-rest shortly after reaching Neketaka (because I want one party member to eat shark soup), and have that ceremonial meal in the wilderness on the way to Nomu the Marauder. I kill him, then I go steal dust at the mill, then I go to the herb shop to buy the other stuff, and whip up five potions. But I have done it in different ways and can't recall ever having problems stacking them.
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Wait what? You have to farm in some way, to expand your AI options? Keep EA out of this thread - new microtransaction concept. OP, regarding your healing concerns: Yes, a herald makes an excellent healer, tried and true. Exalted Endurance and Ancient Memory are constant passive AoE heals, and Lay on Hands is a powerful spot heal.
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I can't say how it compares to those games, but yeah you can program your party's AI. It might look like IF (examples: have x class resource or party member below 50% health), there's also IF NOT THEN use ability y, and if it's not a selfcast you get to specify target (examples: nearest enemy or enemy with most adjacent targets or enemy with the lowest saving throw) You can also assign a cooldown to each command, if you don't want it spammed whenever its conditions are met. You can certainly automate a chanter this way by telling them to use invocation x when they have the phrases for it, and perhaps this invocation lasts a long time so you put a cooldown on it and tell them to use a different invocation the next time they can afford it. That said, using invocations is pretty much the only active part of controlling a chanter other than generic things like move here or attack that, or maybe changing your chants, but you already played Pillars 1 so I guess you know anyway.
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I'm loving Contender's Armor with stacked Athletics for smacking stuff fast. You could add that to the mix. edit: It also has a bit of a tribal Huana look, which might be an aesthetic fit for your marauder. And, shameless promotion: The mod in my signature will help filter your buffs so it's easier to see Blade Cascade. I don't actually look for it myself, but since there's no Salvation of Time in my party, it's not nearly as important for me to react to it. Might be easier to simply see yourself swinging like mad.