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Zap Gun For Hire

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Everything posted by Zap Gun For Hire

  1. Wanted to find most/all of the pets in the game (gotta keep Eder happy, after all) and I believe I know how to get 65/66 of the pets in the game one of them, the Sky Dragon Wurm, requires a specific choice from PoE I ). But try as I might as I scour Google, I can't find any reference to where one can find the Newly-formed Wisp. Couple of people were asking after it, but no answers as near as I can tell. So, basically asking if anyone has found it in their play-throughs and if so, were.
  2. I'll think about it. I have an account over on Nexus (under a different handle), but I've only used it to download things. Maybe I'll take a look and see just how much I have to do set up wise to put up a mod over there. Part of it though is making a commitment to the community over there to keep things current. Plus answering various questions and whatnot. But, like I said, I'll think about it. If I do won't be until tomorrow or a bit afterwards. Right now I'm actually enjoying playing the game for once instead of doing lots of testing on various things.
  3. I don't think it's Cignath Mor but Sayuka. You can piss off the RDC by siding with the druids and taking out the local Fleet Master. IDK if this is the actual trigger or it's just all the negative rep involved, because after leaving her office you'll have to kill a bunch of her soldiers too. Edit: You can of course also do Cignath Mor in a way the RDC won't like, but it doesn't antagonize them, not by itself at least. It's just another way of providing incompetent help, which is pretty enjoyable :D I did some testing on this, as I wanted to see how various edge cases might impact the mod. I dumped all of my other non-stealthy party members back on the boat and went in by myself and my pet Murder Death Bear and had the Fleet Master get up and close and personal with both said bear and my boomstick. One rank of negative rep later (and at least one failed quest), I snuck out of the now suddenly hostile town. Apparently they have a problem with bears foraging or something? Anywho, as I said, I snuck out of town with only that one murder unfortunate accident to my name. Captain Yaro's ship DID NOT spawn in that case. Which makes me think it is only showing up because of the massive amount of negative rep that can accumulate when carving a path for FREEDOM for all druids everywhere trying to get the hell out of Dodge. Which makes sense, actually, as I didn't see any references to quest states or npc states in the code anywhere when it came to Yaro. I guess Obsidian had it spawn there as being the "most likely" spot where massive amounts of negative rep with the RDC would 'normally' occur outside of the endgame. Also kinda makes sense why the VTC one will patrol Maje Island (for the psychopaths which decide to go on a killing spree in Port Maje) and why the Principi one beelines toward Fort Deadlight (lots of in-game opportunities to get one's murder on there). And as for the Huana, I suppose folks might get a decent amount of negative rep with them in Neketaka before the end game, thus their ship is there. At the very least, it can show up post-regicide, should some folks go that route. Anyway, pretty sure it's all down to negative rep when it comes to all of these ships. Pity the RDC one doesn't give a unique weapon for the trouble of ridding the seas of their presence.
  4. Finally this mod should be compatible with all other mods unless another mod is changing the shiphostilitymanager settings in factions.gamedatabundle. In that case, this mod will be in conflict and probably not work. Also, if another mod is changing the settings of any of these four captains in ships.gamedatabundle or in worldmap.gamedatabundle, then there will also be a conflict. In the case of the ships and worldmap gamedatabundles, I am only changing the relevant entries that are needed to enable the captains and ships to spawn on the world map, so unless a mod is replacing those gamedatabundles in their entirety there shouldn't be a conflict, especially if this mod is loaded after that one. If needed, I can supply the relevant code I am changing so folks can plug it into any mod that might be in conflict. ================= That should be it. Lemme know if there's any problems that I need to look into. Otherwise, Happy Hunting, Watchers.
  5. ANNOUNCEMENT: The mod Vindictive Faction Ship Battles has now been released in the mod forum! Here is the link to the thread: https://forums.obsidian.net/topic/103475-release-vindictive-faction-ship-battles/ I've done a LOT of testing, and while it isn't quite 100% perfect, it should be in a good enough state for general release. I go over the main description of the mod over there, but the main points to be aware of: All four 'vindictive' faction ships will appear on the World Map as soon as this mod is installed. They are currently set to be peaceful until the Watcher is level 13 OR the ship the party is in is flying their preferred faction flag once the Watcher is level 13 or higher. This is so folks can install this mod at the beginning of the game and not be worried that they'll get immediately squished by these ships. Occasionally I found that I wasn't always getting the unique item I was supposed to when I engaged in combat at the player level (as opposed to ship-to-ship combat via scripted interaction). I haven't been able to figure out why this is happening, so I would suggest people that are looking for the various unique items to save the game BEFORE the scripted interaction ship combat starts, just in case you don't get the item you wanted. Everything else should be handled over there, I think. But I did want to get these bullet points addressed right away, especially that last one. Especially since it's kinda the whole reason the mod exists. If you have any questions about this mod, hit me up in that thread.
  6. Partial Extract of FAQ (Frequently Anticipated Questions) from the README: Q: So why does this mod exist? A: This mod exists because if you piss off each of the factions enough by getting 3 ranks in "Bad" reputation with them, an EXTREMELY high level ship will spawn on the World Map with the express purpose to hunt you down and try to kill you. And some folks want to be able to fight them without having to get the -3 rep with a faction. Q: Okay, but why would I want to fight these folks then? A: Because you like the challenge of fighting a level 17 through 20 ship encounter, but don't want to burn your bridges with a faction to do it? Okay, the REAL reason is that in the case of three of these factions fights (VTC, Huana, Principi), you can get a unique item from those fights, which otherwise is unavailable as even getting a couple of levels of "Good" will lock out these ship battles and their uniques. So if one wants to get these items without completely pissing off a faction, then this mod is for you. Plus, as I said, there are folks who like to have more ships to fight on the World Map. Q: Hey! I'm not always getting a unique item from a fight! What gives? A: During my testing, I found that occasionally I would not get a unique item I was supposed to during a ship fight. Checking the code, it appears that these items are supposed to drop 100% of the time, so it looks to be either a bug on Obsidian's end or there is something else going on that I can't figure out. Since I can't find out what is going on here, I would suggest saving your game before engaging with one of the ships that has a unique item as loot and reload the game BEFORE the ship combat started should you not get the item that one is supposed to. Q: Can I use this mod in a game already started? What versions of the game does this work on? A: Sure can! Though if this mod gets updated at any point, I can't guarantee that all changes will be applied in an ongoing game, as Deadfire can be a bit finicky about some things when it comes to how ships and NPCs operate. As for game version, I started testing this on 1.1.1, so it should work there. I have fully tested this on 1.2, and am releasing it with 1.2 as the current version of the game. Q: So where can I find these ships? A: You can find the ships in the following areas: VTC (Estulario Parfitto): Will be circling Maje Island. Huana (Whenena Eel's Kiss): Will be circling Neketaka Island. Principi (Arterio the Avenger): Will start off at near the island that has a permanent storm next to it, sail to Dunnage before headding through the the Karatapu Channel near the Oathbiner's Sanctum before heading back to Storm Isand to start its route over again.* RDC (Hazanui Yaro): Will sail near Sayuka and then stay there. *NOTE: The Prinicpi ship occasionally seems to stop on the World Map for no apparent reason for a period of time. So it might not be 'on patrol' for some games, but it should be found somewhere roughly in the route described above. If you have already fought any of these ships for any reason they will not spawn should you install this mod after that point in your game. Q: Any plans for the future for this mod? A: Not particularly. One of the reasons why I waited so long to release this is I want to look at most of the angles and only release it when I was fully satisfied with the result. If I can figure out why the ship captains aren't always dropping the unique item they are supposed to in combat and fix it, I'll update to mod to fix that bug. Aside from that, I *MIGHT* look into releasing another version of this mod where folks can pick and choose which faction ships to fight, if I can make sure there aren't any conflicts. Mostly though it'll just be squishing any bugs which might pop up and keeping the mod current with the base version of the game.
  7. Due to popular demand, and after extensive testing and bug squishing, I have made a mod which allows folks to fight the high level faction ship which spawn if one pisses off a faction enough. I have attached a zip file to this post. Simply download it and unzip it. Then put the folder called Vindictive Faction Ship Battles in your override directory of your Deadfire installation. :::::::: IMPORTANT NOTE EDITED IN ON AUG 2nd:::::::: (now spoilered due to being outdated) :::::::: IMPORTANT NOTE EDITED IN ON AUG 2nd:::::::: ::::::: SECOND NOTE ADDED ON DEC 13th :::::::: Deadfire added some ships in the latest update (4.0), and one of the data bundles that this game modifies was changed to help enable that. It is possible that the latest version of this mod will NOT be compatible for anyone who is still playing previous versions of Deadfire. In case there is a version conflict, previous versions of the mod are still available to be downloaded. If one has Deadfire v1.1.1 to v1.2.2, please click on the Vindictive Faction Ships.zip link. If one has Deadfire v2.0 to v3.1.1, please click on the Vindictive Faction Ships_V2.1.zip link. If one has Deadfire v4.0 or above, please click on the Vindictive Faction Ships_V4.0.zip link. ::::::: SECOND NOTE ADDED ON DEC 13th :::::::: From the README: ========= Vindictive Faction Ship Battles (v4.0) This mod makes it so the party can fight each of the faction ships that spawn on the world map when one gets 3 ranks in negative reputation with a faction WITHOUT having to get that reputation loss in the first place. The default behavior for this mod is that these ships will not turn hostile until the Watcher is level 13, giving low to mid level parties a chance to safely explore the world map until they have a better chance to defeat these ships, or at least outrun them. Once the Watcher is level 13, a particular ship can still be made peaceful by hoisting up the faction flag that they are aligned with, so folks who are near them can still avoid them if they have the appropriate flag in their inventory. The four ships that will spawn are as follows: The Huana will spawn a level 17 captain (Whenena Eel's Kiss) who will control a Voyager called "The Servant of Rikuhu". She will have the unique shield Akola's Apex Ward. The VTC will spawn a level 18 captain (Estulario Parfitto) who will control a Galleon called "Aimo do Spirente" He will have the unique pike Wicked Beast. The Principi will spawn a level 19 captain (Arterio the Avenger) who will control a Dhow called "The Terror of the Deadfire". He will have the unique armor Gipon Prudensco The RDC will spawn a level 20 captain (Hazanui Yaro) who will control a Junk called "The Royal Leviathan". He does not have any unique loot. ========== Version History: 1.0.0: Initial Release. 2.0.0: Minor update to keep the mod current with the base game changes to 2.0.0. Updated the FAQ in a few places. 2.1.0: Cleaned up the gamedatabundle to get rid of JSON errors. Updated the manifest.json so the mod will appear in the Mod Manager for 2.1.0. beta. 4.0.0: Shiphostilitymanager updated to reflect the additions made in the base game. Version number updated to match version number of the base game. Vindictive Faction Ships.zip Vindictive Faction Ships_V2.0.zip Vindictive Faction Ships_V2.1.zip Vindictive Faction Ships_V4.0.zip
  8. It's not THAT hard of a fight, even on PotD, if one splits the encounter into three separate fights. Details spoilered: Just good ol' reliable split-pull tactics at work.
  9. This was something I was trying to figure out by chasing references in the gamedatabundles, so thanks for the confirmation. Mostly I just wanted poor Eder to have a pet of his own.
  10. Just letting folks know, still working on this. Fourth of July plus a couple of other things sucked up quite a bit of time. The main reason I hadn't released it yet, is I was worried that messing around with the shipmanager entry in factions.gamedatabundle might cause unintended issues in new games, and it looks like I might have been right. Namely, I'm pretty sure it set all faction ships to hostile in new games (for whatever reason it doesn't seem to do this in already in progress games). That's what I've been testing the last couple of days (and indeed the last thing I was going to test). Which I suppose isn't the worst thing in the world, as folks can usually outrun other ships but it's hardly ideal. Especially if I want a 'clean' mod that does one thing and one thing only. However, I think I figured out a loophole where I can make ONLY these vendetta ships hostile when they show up while keeping all of the other ships to their base state (where they are friendly or hostile depending on player choices). Won't bore this thread with the details (it's not the mod forum, after all ), but it should work as I'm going to follow the example in how some Prinicpi ships are hostile at the beginning of the game and some aren't and use that as a guideline. Gonna take me a bit more testing to see if I'm right. But if I am, this will be released as a mod sooner rather than later.
  11. It's because the actual summoning is an ability. If you take a look, many items will either call an ability, cause a status effect, or have an attack. The FUN ones are when an item calls an ability which calls an attack which calls a status effect. The REALLY FUN ones are the ones that loop back and forth all three.
  12. I wasn't going to say anything about this until I was sure, but I am slightly curious how the OP even got to level 6 "just after leaving Port Maje". I say this because I just did a PotD run so I could maximize my bestiary XP, did every quest, picked every lock and STILL am about 2000 xp short of Level 6 for my Watcher after getting my boat back and doing the basic ship-running/ship-supplies tasks. Now it's not that hard to get that last 10k xp (presuming one has a full party it's 2k times 5 characters). But it's another objection to the claim "just after leaving Port Maje". As I check, it looks like my Watchers that did this on Normal left Prot Maje with around 11k to 11.5k of xp, which is about 17.5 to 20k short or reaching level 6 if one has a full 5 character party. ====== Not really adding much here. But I remember slightly raising an eyebrow when I saw that level 6 comment and I wanted to investigate further. Makes me wonder if the OP started with that Berath Blessing that starts you at level 4.
  13. Anywho, now that that piece of embarrassment is over, I did a full test and yes this change is retroactive and will apply to all figurines one already owns or has seen in the game world.
  14. Hmmm. Item: { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "Figurine_Battered_Dog", "ID": "6def4809-892c-4d6b-b1ee-a06be0fc2059", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 4604, "DescriptionText": 4605, "FilterType": "Consumables", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 750, "IconTextureSmall": "gui/icons/items/misc/figurine_battered_dog_s.png", "IconTextureLarge": "gui/icons/items/misc/figurine_battered_dog_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "Type": "Figurine", "UsageCount": 1, "UsageType": "PerRest", "AnimationVariation": 100, "AbilityID": "d413261a-1919-4924-ab10-23b3e03272b5", "PickpocketAbilityID": "00000000-0000-0000-0000-000000000000", "Timer": 0, "SkillRequirement": { "SkillID": "00000000-0000-0000-0000-000000000000", "Value": 0 }, "ShipMoraleBonus": 1 } ] } That statblock is identical in 1.1.1 and 1.2.0. AbilityID SHOULD be calling the entry in abilities.gamedatabundle, which is what I quoted above. But when I try to override it, even by upping the charges, it's not sticking. Including when I give a brand new version of the item. Weird. Gonna look into this further a bit and see what might be going on. There is an AttackID call inside the ability call. But I can't see that doing anything. If I had to guess, I think it might be the partial override system throwing us a curveball. Bit busy with other things, but now I'm curious why this isn't being overridden. At the very least changing the charge number should have stuck. Where it says "UseageType "perrest"" change "perrest" to "None". I'm sure that's how I did it. No, that's not it. As I said I made a REALLLLLY silly mistake on my end. The 1/rest was around before and I ain't modding that. Folks want to change it, they can. ===== Example: { "GameDataObjects": [{ "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Figurine_Battered_Dog_Ability", "ID": "d413261a-1919-4924-ab10-23b3e03272b5", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ddf90f19-c9a2-4087-a1a7-a00ee46bc3dd"], "DisplayName": 4072, "Description": -1, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "NoVocalization", "Icon": "", "UsageType": "None", "UsageValue": 0, "AbilityClassID": "00000000-0000-0000-0000-000000000000", "AbilityLevel": 0, "IsPassive": "false", "StackingRuleOverride": "Default", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "DurationOverride": 0, "OverrideEmpower": "Default", "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "ScalingType": "ModifiersOnly", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "7b07ae25-2819-4e32-a025-1459b6b5543d", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "00000000-0000-0000-0000-000000000000" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] } ] } Keep adding any figurines one wants to the above, while changing UsageType and UsageValue as previously described, and they all should work. ==== It really is a wonder I know how to tie my own shoelaces some days.
  15. Ignore that entire last post of mine, coz I am a moronic moron. Forgot to put the stupid modified file inside a folder inside override. Sheeesh. 45 minutes of banging my head against a wall for nothing.
  16. DERP DERP DERP DERP DERP Got it to work and it's all on me in my testing. Forgot to put the blessed thing in its own folder in the override section. Gods I can't believe I made that mistake. Screenshots and code in a moment or twenty. === Screenshot: Example gamedatabundle: { "GameDataObjects": [{ "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Figurine_Battered_Dog_Ability", "ID": "d413261a-1919-4924-ab10-23b3e03272b5", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ddf90f19-c9a2-4087-a1a7-a00ee46bc3dd"], "DisplayName": 4072, "Description": -1, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "NoVocalization", "Icon": "", "UsageType": "None", "UsageValue": 0, "AbilityClassID": "00000000-0000-0000-0000-000000000000", "AbilityLevel": 0, "IsPassive": "false", "StackingRuleOverride": "Default", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "DurationOverride": 0, "OverrideEmpower": "Default", "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "ScalingType": "ModifiersOnly", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "7b07ae25-2819-4e32-a025-1459b6b5543d", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "00000000-0000-0000-0000-000000000000" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] } ] } Use that as a template and keep adding all the figurines one wants.
  17. Ah, more discussion over here. It being a consumable shouldn't be an issue, as it was in 1.1.1. Here is what the item entry was in 1.1.1*: { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "Figurine_Battered_Dog", "ID": "6def4809-892c-4d6b-b1ee-a06be0fc2059", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 4604, "DescriptionText": 4605, "FilterType": "Consumables", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 750, "IconTextureSmall": "gui/icons/items/misc/figurine_battered_dog_s.png", "IconTextureLarge": "gui/icons/items/misc/figurine_battered_dog_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "Type": "Figurine", "UsageCount": 1, "UsageType": "PerRest", "AnimationVariation": 100, "AbilityID": "d413261a-1919-4924-ab10-23b3e03272b5", "PickpocketAbilityID": "00000000-0000-0000-0000-000000000000", "Timer": 0, "SkillRequirement": { "SkillID": "00000000-0000-0000-0000-000000000000", "Value": 0 }, "ShipMoraleBonus": 1 } ] } * ALWAYS keep backups of the old game data when you can, kiddos. As I said in the thread over in the beta section, it's identical in 1.1.1 and 1.2.0. Only thing different for them in the two versions of the game is what's going on in the abilities gamedatabundle. Checking abilities.gamedatabundle "UseageType": "None" is still valid so this really should be working. My gut instinct says it might be the partial override system causing a problem and the game then reverting to the base values its expecting. When I have some time I'll look into it some more, as it's curious more than anything else.
  18. Hmmm. Item: { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "Figurine_Battered_Dog", "ID": "6def4809-892c-4d6b-b1ee-a06be0fc2059", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 4604, "DescriptionText": 4605, "FilterType": "Consumables", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 750, "IconTextureSmall": "gui/icons/items/misc/figurine_battered_dog_s.png", "IconTextureLarge": "gui/icons/items/misc/figurine_battered_dog_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.ConsumableComponent, Assembly-CSharp", "Type": "Figurine", "UsageCount": 1, "UsageType": "PerRest", "AnimationVariation": 100, "AbilityID": "d413261a-1919-4924-ab10-23b3e03272b5", "PickpocketAbilityID": "00000000-0000-0000-0000-000000000000", "Timer": 0, "SkillRequirement": { "SkillID": "00000000-0000-0000-0000-000000000000", "Value": 0 }, "ShipMoraleBonus": 1 } ] } That statblock is identical in 1.1.1 and 1.2.0. AbilityID SHOULD be calling the entry in abilities.gamedatabundle, which is what I quoted above. But when I try to override it, even by upping the charges, it's not sticking. Including when I give a brand new version of the item. Weird. Gonna look into this further a bit and see what might be going on. There is an AttackID call inside the ability call. But I can't see that doing anything. If I had to guess, I think it might be the partial override system throwing us a curveball. Bit busy with other things, but now I'm curious why this isn't being overridden. At the very least changing the charge number should have stuck. See next post.
  19. I just loaded up a pre-1.2 save where I had already cleared him out and it's in his storeroom as said. It's in a crate with an level 12 lock on it. Might be a different one than the one that had the cure, I'd have to open up a different save to check that out. edited: Yeah, it's in a different one. Right underneath it, though. === NOTE: For folks who (presumably) haven't seen Ernezzo's Shop in a previous save*, it's available to buy at the bottom of his shop list. 10k, before any discounts are applied. * Long story short, some vendors won't update their stocks when it comes to special/rare items. I think it's how the game makes sure some items can only be bought once via a shop. Which isn't a big deal, except the list can get set when the shop is first opened. This means that if a store is changed, sometimes it won't show up if the shop has already been accessed by the game. Pain in the tukus for modders, but in this specific case the item is also available for a five-finger discount.
  20. Thanks! I got some more testing I want to do over the next couple of days. Then I suppose I could release it here in the mod forum (don't plan on releasing anything over at Nexus as that's too much of a commitment ). I'll let this thread know if/when I release it.
  21. Since we can now easily (or at least more easily) override conversation bundles, this should be relatively doable. The modder in question would have to have a fairly good understanding of the node structure of conversations, as well as the Enter/Exit scripts. But once that is understood it becomes somewhat trivial. Emphasis on SOMEWHAT. Also would need a corresponding stringtable for the new dialogue options. But just 'buying'/'selling' things via a conversation dialogue is doable as there are quite a few examples already present in the game to use as a guide. === There are checks in the game to see if the player has enough gold on hand, can remove items/gold from the player's inventory and can check to see how many items someone has in their inventory. The one thing I don't know is if modders can create their own custom variables. If they can, then even the number of items someone has bought from someone can be tracked in conversations bundles. And even if custom variables can't be made, there's an check to see if a specific dialogue node has been called or not. That can be used as a backdoor logic gate on an item. It could go something like this: Node 50: "Hey, I'd like the buy the Infinity Plus One Sword." Node 51: Check to see if player has funds Node 52: NPC: "It'll cost you 10000 gold. Still want it?" Node 53: "yes" option displayed Node 54: "no" option displayed Node 55 (If yes): Check to see if Node 70 has been called. If yes, go to Node 65. If no subtract gold; Give Item; go to Node 70 Node 56 (if no): NPC: Fair enuf, guvner. Anything else? Node 65 (if already bought): NPC: "Fresh out of stock. Better luck next time." Node 70 (if not already bought): NPC: "Here you are. Last one I had." More or less. Something like that, at least. I think. Might have some of the node structure messed up. Have to make sure there's the actual directions to go from one node to another, and I'm kinda (i.e. hugely) simplifying the above. Could also probably be compacted more than a bit. But as a logic path, that's more or less how to make it so a character can buy exactly one item IF custom variables can't be created
  22. I haven't played with the stringtables required to make a truly new dialogue, but as I understand it stringtables haven't been an issue. What I did was a simple test by having Marihi give me all three possible unique weapons (Blades of the Endless Paths, Whispers of Yenwood, and Whispers of the Endless Paths) instead of just one via a full override (I copied her entire conversation bundle and simply edited Node 23), and got it to work: If that works, other more complicated overrides should also work
  23. Darn it, I still can't get this to work. I put the modified bundle in override/MyMod/design/[required pathway] and the game just ignored it. Stop ignoring me, game. Maybe I'm just an idiot. I'll keep poking at it over the holiday tomorrow. I got it to work by NOT putting it in a /design folder. Using override/<mymodfolder>/conversations/<targetfolder> Worked like a charm.
  24. What's all this about Durance being in a pillar of fire or being just bones anyway? Don't know about all of you, but for me, he's plotting the downfall of Magran. Suicide? Pffft. As if Durance would ever really do it.
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