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Zap Gun For Hire

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Everything posted by Zap Gun For Hire

  1. Ah, I don't think I ever noticed that in PoE I. Thanks for the info. Still, would be nice to find out if it is possible to mod Deadfire so upgrading two-handed weapons doesn't require double the ingredients/gold, as well as how to do it if it is possible. And if it isn't possible right now, maybe a feature request to add to the crafting/modding engine? Might as well add one more request to the list, right?
  2. *bumping this back up for a bit* To answer the OP and others, I did some testing, and after cross-referencing with the Wiki, it looks like the dialogue to quiz Remaro about possibly being involved with slavers is triggered when the Watcher finds out that some of the Prinicpi are involved in slaving. Specifically, I was able to get the "Remaro, did this have something to do with your captain trafficking slaves?" option when I got the "Of Like Minds" quest from Director Castol as well as when I got the "A Shrewd Proposition" quest from Furrante. Getting either quest will trigger the convo option. What WON'T trigger it is just wiping out investigating Crookspur Island on your own and talking to/freeing the slaves there. Nor will doing it on the Cleaning Out Crookspur (RDC) questline by itself. I haven't fully tested the Cruel Cargo (Wahaki) questline, but it doesn't appear at first glance this will trigger it either. === When I looked at the relevant conversation file, this dialogue option looks to be triggered when the Watcher has heard at least one of two conversations, which aligns fairly well with the above behavior. So unless folks want to try to pass that Insight 10 check mentioned in the OP, getting either (or both) of these quests will trigger the option to find out about The Sorcerer's slaving past.
  3. So I was messing around with modding the crafting system and I noticed something interesting. It appears that all two-handed weapons need twice the amount of raw materials and gold to apply an upgrade. This is for both the Fine/Exceptional/Superb/Legendary upgrade paths as well as the various unique upgrades a weapon might qualify for. My question is: Is this working as intended? And if this is as intended, is there any way to mod the game so two-handed weapons don't need twice the materials/coin to apply an upgrade?
  4. Forgot about something, actually. It was reported earlier that the quest "Fruitful Alliance" (for the Huana) might be bugged if you wipe out the slavers before getting that quest from the Queen. I haven't gotten that questline yet and I don't know if it's cleared up in the latest patch or not. So if one is planning on doing the Fruitful Alliance quest, might want to wait on wiping out the slavers until then. Lots of discussion about the bug here: https://forums.obsidian.net/topic/98415-a-fruitful-alliance-quest-progression-blocking-bug
  5. Just played through Crookspur Island, though not meticulously. Near as I can tell, all four factions (sorta) want something to do with the slavers. VTC: Want to make a deal so they can get funding (?) for ships. RDC: Want to wipe out the slavers so they can build a military base there for the Good of Eora. One Principi leader wants to wipe them out, another make a deal with them so they can then make that side-deal with the VTC mentioned above. The Huana is the only one that seems to be left out, but you they're interested through the Wahaki clan (who understandably want the slavers pulverized). Now if one just goes in and smacks Master Kua around the head and then leaves, it can mess things up a bit. HOWEVER, if you make sure to free both sets of slaves in the dungeon, then Aedyls will be very happy with you that you freed one set of slaves (as opposed to slightly happy if you just kill Kua) and Furrante will say the equivalent of "whatever". More to the point if you tell the VLC that those slaves deserved to be free, they'll swallow their complaints and you'll still get a very minor rep boost with them as well. The RDC is, of course, delighted. As for the Huana, I don't think they give any direct bennies, but whacking the slavers and freeing the other set of slaves is an easy way to get on the good side of the Wahaki clan, which is important to the Huana. In fact, near as I can tell the only people who will be upset if you go in and lay waste to Crooksupr, is, well, the Crookspur slavers. And to that I have to say: Suck Flavers. === I think the key reason everyone is happy (more or less) is that these slavers are enslaving people they aren't supposed to (Deadfire residents). The Watcher confirming this AND freeing the slaves puts the VTC in a bit of a bind, as they can't be TOO upset with you, otherwise people would start asking questions they'd rather not be asked. So they'll make a show of patting you on the back and say "Good job, ol' sport" but pretty much half-heartedly and then turn around and hope everyone forgets all about this without asking too many questions. The Principi as a whole, as opposed to certain individuals, is rabidly anti-slaver so naturally Aedyls singing your praises will give you a boost with them as well.
  6. Putting a modded file in the override folder will make it so it doesn't get overwritten by a patch, yes. HOWEVER, as you note, it's generally a good idea to always check a modded file against an updated basefile to see what sort of additions have been made to the basefile that the game is expecting to see. If you don't do this, there's the potential for weirdness or even crashes. And that's not including game balance patches like changing the values of ship hull health and whatnot. Theoretically it should be possible to put a modded crewmember in its own gamedatabundle file, as long as it has its entire statblock properly formatted. However, I was running into issues with that last night when I was testing the possibility (like you, I have modded a couple of crew members). So perhaps not. As it is, I would just grit my teeth and re-mod the ships.gamedatabundle file with whatever changes you've made to the crew members (and whatever else) and then plop that into the override folder. Then I would start messing around with a crew member stat block as a solitary gamedatabundle file and see whether or not the game will recognize it on its own. NOTE:::: In this case, the patch that dropped today changed A LOT in ships.gamedatabundle, so it is almost assuredly easier just to re-mod the crew in the basefile than add all of the changes to your original modded file. Though I will note that it doesn't appear to have changed any of the hirable crewmembers, so you should be able to just copypasta those changes over without too much problem.
  7. Yes, you can in fact get him right away in his very first conversation. 2. "How'd you end up here?" 1. "Indulge me." 1. Continue. [Perception 8]. "You seem bored here." 1. Continue. 2. "What's life without a little excitement?" 1. "You could come with me." He then joins you. --- For folks who dump Perception, follow 2, 1, 1 as above. Then select: 2. "Do you like your work?" Every single option except for "4. [Leave] I should be going" will eventually lead to an option to recruit him on the spot. In fact, even selecting that option will bring up the recruitment option the next time you talk to him. Which leads to... WARNING!!!!! When you ask him about his life and go past the "You seem bored here" or the "Do you like your work" options, it locks out the option to hire him as a 'courtesan' in the future. From that point on you can ONLY recruit him or leave him at the Wild Mare. In fact, if you get to the section that has the following options: 1. [Perception 8] "You seem bored here." 2. "Do you like your work?" 3. "I had other questions." 4. [Leave]. "Farewell." The Watcher MUST select the "I had other questions." option and get back to the top of Konstanten's conversation tree and then leave it to keep him as a possible prostitute. If the player choses the [Leave] option at that point in the conversation, Konstanten is also locked out for boons. So if one wants to keep getting his "boon" do not ask him what he thinks about being at the Wild Mare.
  8. They do. Made a more or less cheater-run local mod where I stripped away all of the dislikes so I could have a harmonious party as well as adding a couple of positives here and there to grease the wheels on making everyone like each other, and it worked like a charm. (BTW, that JSON plugin for Notepad++ is a freaking godsend). === For folks who want to play around with the dispositions, all of the ID codes appear in the characters.gamebundle file. For folks who don't want to wade through the code, here is the relevant section of the characters.gamebundle file that details each ID code for each disposition, along with the section that gives weak and strong reactions: (Spoilered for length): ==== Each of the Companions is listed separately in characters.gambundle file. Just add/subtract things in the section that nostalchic mentioned and you should be good to go. I even noticed that sidekicks could theoretically have likes/dislikes, but I have no idea what would happen if one put stuff in their codeblock. Especially since the game window doesn't have an icon for them in the relationship window. Might be interesting to see what happens if folks starting messing around with that and see what, if anything, happens. NOTE::: A sidekick would also need a "TopicReaction" entry, I presume, since I am 99.999999% positive that is what actually is displayed in-game when a companion approves or disapproves of what you do. Things like "XXXX frowns slightly" or "YYYY looks pleased".
  9. If Big Mouth can't solve a simple thing like diarrhea gut rot, I DO NOT want to know how he is accelerating the healing when he is supposedly a 3 rank surgeon! --- Thanks for the help. If I ever run around with Big Mouth unmodded and I run into the same issue, I'll submit a bug report about it as that's probably Not As Intended (especially since he can cure the gut rot if it infects the player's ship).
  10. Originally had 34/200. Went back and redid it with 200/200 with still no luck. I currently have Big Mouth as my Surgeon. I DID mod him so he can be a Master Surgeon though. *thinks* That really couldn't be it, could it? *swaps him with Shieldsister Daelia* Huh. Now it works. I get the option to help them out. Either Big Mouth isn't able to help them out **OR** being a Master Surgeon is unexpected by the game since the most you can get in an unmodded game is three ranks in Surgeon. That's really weird. Wonder if I should report it as a bug. Seems like it is one. Anyway, thanks for the help.
  11. I've run across a few Plagued Ships before and I've been able to help them in the past (though sometimes running the risk of getting plagued in return). But I just ran across a new one for me, and I haven't been able to figure out how to help them. Namely, I ran across a ship that was suffering from "gut rot". The only options I have to deal with them, after finding out what they're ailed by are to: 1) Say that "our medical supplies are limited" we don't have any way to help. 2) Steal and loot them since they're defenseless. (Cruel AND Aggressive). 3) Tell them that there is nothing we can do and be on our way. What I'm wondering is if there is some sort of Party Member present/some item in inventory or stash that triggers an option to help the poor sailors out. Sure, I could just ignore them. But I'm being mostly a nice guy on most of my runs and it irks slightly to not have a way to help them. So basically asking if anyone knows how to "solve" the gut rot version of the Plagued Ship scenario other than just leave them to their fate or raid them.
  12. Man, I keep forgetting that crew can sometimes be found at the Supply button. Hella weird that they're not avaiable at the Kings Court though. The other two I was looking for were there as well. Thanks for the help!
  13. Might as well use this thread to ask. Over at the Wiki, there's are a few potential crew members listed as being found in Dunnage, but I can't find hide nor hair of them anywhere. Namely the crew members named "Daelan" and "Giani Canc-Assi" and "Ragged Cerrow". Do they show up at the King's Coffin in Dunnage after a certain amount of time/quest progression? Or are they found elsewhere in Dunnage after events progress? I know that omgFIREBALLS said they found Ragged Cerrow during their playthrough, but I can't find Cerrow at the moment.
  14. Copperhead (Splintered Reef) isn't listed on the Wiki and can be recruited, depending on what one does to complete the A Paradise of the Mind quest. He has two ranks in Navigator and two ranks in Deckhand, so he's not a candidate for Master rank either, unfortunately. I did go through the game data files and I think all ship crew members have been accounted for between the Wiki and this thread EXCEPT for someone named "Disciple Iztla". They aren't listed in the Wiki and I haven't found any reference to them on this board. Only references I can find about them are a few stray comments on the net saying they are a potential crew member, but I don't know where they are. Has anyone run into Disciple Iztla yet (named CRW_Iztla in the game data) and if so, where did you find them? Maybe they're our missing surgeon. EDIT: Did some further digging and near as I can tell they're a Deckhand of some sort, if I read the entries in ships.gamedatabundle right. So, no go there, I'm afraid.
  15. Thanks. Now I just have to figure out which disposition is which. (Figuring out/remembering all of the coded stuff as seen in that TopicID is more than a bit of a pain. )
  16. Guard Can Sound Alarm WIthout Horn.zip So I decided to try some alternate paths in Fort Deadlight to solve the Blow the Man Down quest, and while sneaking around in the Fort Deadlight dungeon I discovered that I can pickpocket the horn that the Pirate Guards sound when they get upset at you or you decide to attack them. Great! Consequence free killing! Err... That is, I can deal with them before they sound the alarm. Except... The Pirate Guard still uses their horn to sound an alarm even though I stole it from them already. To replicate this, have a stealthy character sneak up to the Pirate Guard and swipe their horn. Then get out of Sneak Mode and engage them in conversation and chose the [Attack] conversation option. The guard will then sound the alarm even though they have nothing to sound it with. I made a savefile and have attached it to the top of this post. It is set with a stealthy character just outside of the guard's vision cone/hearing circle. Follow the steps above to replicate the bug. ====== As a side point, the whole level will become hostile if a guard becomes hostile, even if you kill them before they can sound an alarm. This may or may not be a bug, but it seems a little odd that all of the guards become hostile even if they aren't alerted to an intruder.
  17. This opening choice is strange though, as there seems to be a set of options that never get triggered in the game. From 21_si_shipwreck.stringtable: So is that just a legacy thing where there was another set of options/flags early in the game's development but which was eventually cut, or is there some way to trigger those sets of options that we just haven't found yet.
  18. Still haven't been able to find them in that file. Pretty sure that stewardship/autonomy thing is a flag for a PE1 choice, FWIW. When I have time I might just go ahead and mess with that TopicReactions call and see what, if anything, happens.
  19. I'm not doing a Solo run quite yet (want to see what's going on with Magran's Fires, among other things), but last night I rescued Rekke on my latest playthrough and something stuck me. There is currently no way to save him without him becoming a member of your party. Near as I can tell, at any rate. Sure, you can chose the [Cruel] option and "leave him to his fate" when you first find him. But, well, unless I'm playing a sociopath on my playthrough, I really can't justify NOT saving him. Not to mention classes that are penalized for having points in Cruel. And, sure again, I could just "ignore" that piece of flotsam on a Solo playthrough and never have to make the decision. But that annoys slightly if only for metagaming reasons. So what I am wondering is if there would be any support in the community to asking Obsidian for another choice when it comes to Rekke. Namely, having an option to "drop him off at Nekatka" or some other port. He'd have a rough go of it, but at least he'd be alive. And since he apparently picks up language fairly quickly, it's not THAT terrible of a situation for him. I figure having an option to have him as member of the crew instead would be far too complicated from a technical standpoint, though from a RP standpoint, it's probably the ideal situation. So what do folks think? Should Solo players just have to ignore that piece of flotsam, or should they have the option to save him without him becoming a member of the party?
  20. Okay, I THOUGHT I finally figured this out after a lot of trial and error, but now I'm not so sure. In characters.gamedatabundle there is something called "TopicRelations" that seems to be in there for all of the companions and sidekicks and some of the generic classes. Plus Sagani for some odd reason (stand in for Generic Ranger, maybe???). Anywho, here is an example of one of those TopicRelations, for I believe Aloth: I originally thought that {"String":X} was referring to companiontopics.stringtable where X = the like/dislike in question in that file. But now I'm not so sure. The first couple of entries in the line seems to match up correctly with Aloth's dislikes: 6 = Pride 7 = Irresponsibility But the second two don't: 12 = Pro-Huana 13 = Lighthearted And some of the numbers in there don't match a like/dislike at all, but a description of a like/dislike. Sooooo.... Guess I'm now asking: Am I looking at the right section of characters.gamedatabundle and if so, what exactly is {"String":X}? And if I'm not looking at the right section, what should I be looking for?
  21. DEATH BY MURDER BEAR!!!! ==== The way I figure it, if Death By Murder Bear was good enough to slaughter thousands of newbies in PoE I, it's good enough for me to bring the same joy to the rest of Eora.
  22. It should be treated the same as an injury, so resting with a food bonus should clear it. If resting at an Inn isn't clearing it, that might be a bug. But as a test, I just had Eder eat some of his Wacky Tobaccy (Whiteleaf), and got the Whiteleaf debuff afterwards. Resting with a food bonus cleared it right up, as it was supposed to.
  23. I don't know if this is possible or not, but this is the best place to ask. Is it possible to mod the Likes/Dislikes of the various companions, and if so, how? Say I wanted to remove Aloth's dislike of Pride. Or wanted to add a like of Pro-Godlike to Tekēhu (these are just examples, BTW). How would it be done, if it could be done. Exact instructions on how to mod this would also be helpful as I'm still figuring all of this out. Thanks in advance for any help on this.
  24. This is how I think of it. Vampire ---> Vampyr (pronounced Vam-pier [more or less])----> Fampyr (Fam-pier). Could be wrong, though.
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