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Introduction and Principles : I have the project to make a "small" balance mod for PoE1. I haven't much time to work on it right now, my target date is more about this summer, but I think it's better to get comment as soon as possible since the activity on this forum is decreasing... Mostly, I would like to gather some feedback before it's too late to get "enlightened" reviews. I am already the author of a rather big balance mod for PoE2 ( Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) ). I don't want to do something that big for PoE1 since modding PoE1 is a bit more complicated and I don't have that much time to invest again. In addition, I won't find it that suitable since I'm in love with many of PoE1 « unbalanced » features (such as Dragon Trashed. builds..). Finally no multiclassing tends to reduce the number of potentially OP combinations. My objectives are only to make every combination of Races and Classes relevant enough. All classes shall be able to fullfill a particular role (or combinations of roles) better than anyone else in a party (Solo is a secondary concern for me). A couple of warnings before sharing the details : - I won't try address all bugs and glitches. By experience, there are just too many of them. - I won't do anything else than tweaking numbers beacuse of the technical difficulty to do so. I can increase damages, duration, values of bonus or even add a scaling per level (seems simple enough). So please try to avoid making suggestions that would require adding new properties to a particular ability. - The total number of changes should be close to the list I will present below (I can include a couple more suggested changes, but not too many...). My vision of current class balance : Tier S : is about casters who can unleash many (great) casts when needed Tier S++ : Priest. Close to impossible to replace as party support (and solid for everything else). Playing without a Priest in one's party is like rising the level of difficulty... literally since PotD adds like +15 Accuracy and Defenses to foes, while a priest get basically adds around +30 Accuracy and +60 Defenses (even if it requires casting time and a party slot). Tier S+ : Wizard. Incredibly strong on its own. Special mention to Ninagauth Shadowflames which is way too strong (even for a special reward) and you can cast it every encounter from lvl 15. Tier S : Druid Tier A : Solid tier All of these classes have some very strong specials. Here are the reason why most of the classes fit in this category : Chanter : Dragon Trashed is crazy strong, and they can do that while standing in the strongest armors (and pocking with weapons). Paladin : similar to Chanters (even tankier) thanks to Sacred Immolation, less powerful but with a lots of other support goodies (instant resurrection, auras, spike damages with FoD, etc...) Ranger : very strong ranged damages with Twinned Arrows (basically doubles DPS), a good pet from the later version of the game, reccursive Stuns from Stunning Shots. Monks : very versatile with summons, Crowd Control, good DPS abilities, and tankiness through Iron Skin Barbarian : great AoE damages with possible added Crowd Control (through interrupts or overbearing weapons). Spike AoE damages with Heart of Fury. Cipher : extremely versatile casters with great weapon damages. Defensive Mindweb is super good. Tier B : slightly subpar Tier Tier B+ : Fighters : some nice goodies, but not something as gamechanging as the previous ones. Just needs a trump card similar to what is Sacred Immolation or Twinned Arrows for their respective classes. Tier B : Rogue : great Single Target DPS... but not that much greater than Ranger with a lots more weaknesses and no really great other goodies. As a consequence of th I will try to do the following : - Give a super endgame ability to Fighters - Improve the Rogue substancially and also give them a super endgame ability - Tweak down a couple of Priests and Wizards spells that I consider particularly annoying. Note that I would include nerfs in an optional component. (as I did for my PoE2 nerfs) - Try to reduce the gap caused by Rest Spamming (see below) Focus on the Rest Spamming issue : Limitating rest is part of the usual game experience. If you rest spam, some classes (casters) are way stronger and restricting oneself from using per rest ressources is part of PoE1 game design. Of you roleplay a minimum, you won't go back to the nearest inn every other fight. You may find this gamplay annoying, but I don't want to touch this. However, it would certainly be a good idea for another mod !! It would most likely require to lower Wiz/Priest/Druid casts to 1-2 per spell level as it was done in PoE2. On the contrary, one of the general principles of this balance mod would be to increase the number of per Rest casts for all non spellcasters. One of the biggest strength of casters (Wiz, Priest, Druids) is that they have a lots of casts for boss fights, making them God tier for such battles. Increasing the number of Per Rest casts of martial classes would reduce the gap. A lot of Per Rest abilities are actually quite good vs bosses (Unbending, Deprive the Unworthy, Finishing Blow), and I feel weird that they usually get 1-2 casts of them while casters get 4 casts on each Tier (not even counting mastery). Since my purpose is to give more Per Rest casts to martial classes in general, my rule would be by default to give 4x Per Rest cast of everything Per Rest. Because 4x Per Rest cast is what casters gain per spell level, it would feel fair. Sometimes I would make exception to 3x if the ability feels a bit strong (Unbending, as it is) or 5x if weak/spammy (Binding Roots as it is, or Hastening Exhortation). Expect +2x Per Rest cast compared to current values, with some exceptions (Unbending and Binding Roots feel quite balanced as they are, so no +2 Per Rest cast). The result of this tweak would probably to have martials/cipher/chanter to do the biggest part of the work for "minor" fights due to passive and Per Encounter spams (until Mastery at least) while Druid/Wiz/Priest would still carry the party for boss fights, but with other classes also contributing more than before. Detailed preliminary list of changes: Fighter Clear Out : 4x per Rest Sundering Blow : duration 8s -> 30s, -8DR -> -10DR I want to make Sundering Blow the best DR reducer of the game by a significant margin. This would ensure the utility of fighters versus bosses. Also note that using it with a blunderbuss makes it basically an autohit, unlike similar abilities. Ney it's melee only Paladin Hastening Exhortation : 5x per Rest Deprive the Unworthy : 4x per Rest Monk Clarity of Agony : 4x per Rest Barbarian Barbaric Shout : 4x per Rest Wild Sprint : 5x per Rest Ranger Revive Companion : 3x per Rest Master's Call : 5x per Rest Rogue - Sneak Attack : +50% base +10% per 3 lvl beyond 1, up to +100% at level 16 - Dirty Fighting : 10% => 15% crit - Riposte : 30% chances on miss too - Withering Strike : 1x => 2x per encounter - Fearsome Strike : 4x per Rest - Feign Death : Prone 10s -> 3s, invisible 6s -> 12s - Deep wounds : add +3 raw damages scaling per 6 lvl beyond 1 up to 9 raw damages per 3s tick at level 13 - Finishing Blow : 4x per Rest Finishing Blow : +5 Acc, +50% damages, +3% damages per 1% health loss below 50% => +10 Acc, +3% damages per 1% health loss from 100% (up to +300%) Devastatating Blow +5 Acc, +50% damages, +5% damages per 1% health loss below 50% => +10 Acc, +4% damages per 1% health loss from 100% (up to +400%) Most Rogue changes have already been discussed here : Melee Rogue is too weak on PotD Upscale - Page 2 - Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community Wizard (in a distinct nerf component) Shadowflame : Paralysis 6s -> 4s This one is specifically annoying because an AoE Paralysis with a significant duration that can be spammed every fight or 6x times on a single encounter can really break the game. Priest (in a distinct nerf component) Devotion for the Faithful : -20 acc for foes -> -10, -10 mig for foes-> -4, +20 Acc for friends -> -10 (in a nutshell, that's PoE2 values) Crow of the Faithful : +25 Resolve -> +6 Resolve As stated above, Priests are just too good at buffing party. DftF is arguably the best spell of the game since High Accuracy help everything including landing Crowd Control, and you're even debuffing your foes on top of this ! Also Resolve is arguably the worst attribute, but at least it brings a sometimes critical resistance to interrupt. By buffing it so much, CotF basically makes your initial Resolve attribute insignificant. Race changes Death Godlike : damages to foes under 25% endurance : 25% => EDIT 25%+7% damages per 3 lvl, up to +60% at level 16. Nature Godlike : bonus set to +3 to Mig, Dex and Con when under 50% health, +1 per 6 lvl up to +5 to Mig, Dex and Con at lvl 13. Mountain Dwarf : +20 -> +40 vs poison and disease (+20 is too weak and was basically only useful for 1 single build, @Boeroer's Bilestomper) Additional change : 1-Handed Style : 15% Crit -> 25% (basically the same level of power as what I did for my PoE2 mod)
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Cipher weapon glow fix?
LuizGuerra posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So, this is a longshot but... I know the cipher weapon glow bug is pretty old at this point and the devs will not do anything about it. I am also aware many people prefer it this way. That said, I really like the purple glow and it is really disappointing to lose it after the first mission. Does anyone know a fix? A mod that does it? Or perhaps someone could at least point me to the right direction about which files I should try to edit and make my own mod. -
I am finishing a mod that adds 7 unique ships and 2 new ship types to the game. > The two new ship types are Xebec and Heavy Galleon. They can be bought from Neketaka shipyard > Five unique ships (with unique stats) can be captured by boarding respective vessels: The Servant of Rikuhu - unique voyager - captained by Wheneha (by default spawns when you have -3 Reputation with Huana) The Terror of the Deadfire - unique xebec- captained by Arteiro (by default spawns when you have -3 Reputation with Principi) Aim'Spirente - unique heavy galleon - captained by Estulario (by default spawns when you have -3 Reputation with VTC) The Royal Leviathan - unique junk - captained by Hazanui Yaro (by default spawns when you have -3 Reputation with RDC) The Heaving Harlot - unique junk - captained by Fyrgist > Two ships can be found/looted as "ship in a bottle" item after defeating some land enemies: Ship in a bottle (Black Dhow) (unique dhow) can be looted from a specific named fampyr Ship in a bottle (Black Pearl) (unique galleon) can be found in a bookcase behind one unnamed lich > Also the mod slightly edits the stats of Fonferrus and Blade of Takowa: The main thing left to do is: add custom ship stories/descriptions. For now I have put generic ones. But if anyone feels inspiration and wants to contribute, that would be great! P.S. Few screenshots:
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I am a player of Grounded and I am very interested in this food system update, but I found that there are many fly in the ointment: 1. I think we can add some food modeling mods, which will make the food more attractive 2. I hope to increase the table, or the action of eating, so that the player can be more immersed in the game experience. 3. Since the overall game is designed in the context of children's summer camps and outdoor activities, I hope to increase the emphasis on the food system.
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Wouldn't a VR mod for The Outer Worlds be awesome? The masterful modders from the "Flatscreen to VR Modding Community" discord server have already created VR mods for multiple flatscreen games. With Deep Rock Galactic the (afaik) first VR mod for a Unreal Engine game is now in development. The same could happen to TOW. Unfortunately TOW currently doesn't contain certain libraries that are required for VR. The libraries can be added back in with Unreal Engine plugins, that come with the engine. Enabling those shouldn't take too long. I'm trying to somehow get into contact with someone who can add those libraries back in and to try to covince them. Has anyone ever done this? What's the best way to reach out? Any help is appreciated Edit: If y'all want a TOW VR mod and would like to help, but don't know how, just leave a comment. Maybe that will help with getting attention
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So, I want to meet Azzuro finally, and was inclined to use console commands, but on the wiki it says SendStrongholdVisitor tag String Sends the specified visitor to your stronghold, triggering their arrival. Now, where can I find the 'tag string' info? It isn't simply the name, and I can't find any code or something in the wiki. Do I have to get lucky once and get Azzuro regularly and then check his ID and write it down? Or is there another site to get me that info?
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Hello! I'm working on my first ever mod for Deadfire, something I've always aspired to do. It's going great. I followed tutorials here on the forums (all very helpful!), but I've hit a snag. The abilities that I created, like a Druid version of Mark Prey, and added to the PT_Druid table don't work while the druid is spiritshifted. Any advice would be greatly appreciated. I've seen other mods like Dragonblood and Druid Evolution add new abilities shapeshifted players can cast, but after combing the code I don't see anything that explains the differences. P.S. Druid spells, and other core game class spells all work while the player is spiritshifted. I added a druid spell under a different name and GUID, and that seems to work. I'm pretty baffled. Here's the ability's code. And here's the code for the progression table.
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So, yeah, I ponder which dispositions I should set for Pallegina with the IEMod. I haven't even met her yet, but I don't want to set the dispositions to fit 'my needs', I want to set them to fit her character. I couldn't find any info on that sadly, but would still like to know...
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Good evening champions of Berath! I'm completely new to the mod world around PoE2 and I was wondering if there was a way to have the Maegfolc Skull or an helm/cap like that in the game (maybe from the start or in the first treasure you open). I'd love to have it just for aesthetic purpose; I didn't finish the game yet (killed Nemnok today, that was intense!) but I'm already thinking to a new party and it would be amazing to have an evil undead character. We all love evil skeletons. Is it possible? Cheers from Italy!
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Does anyone know if there's a mod for streamlining the level-up experience? As it is, it's a whole lot of clicking each time you respec. I would love to be able to distribute all points and skills in one go, more or less, instead of having to do 2 skill points > Next > 1-2 abilities > Next > 0-1 weapon proficiency > Next > Repeat 20+ times.
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Hi everyone, I have just finishined the first complete version (1.0) of my own mod which will aim at making the game more balanced. My main objectives are the following : - Make all abilities/subclasses worth including in a build, - Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, - Correct a couple of weird mechanics to make them more consistent with generic rules. I plan to deliver it on Nexus Mod a bit later probably within a couple of weeks. Important notes ; - This mod is designed for RtwP. I "think" most of its content should work for TB, but I haven't tested it, - This mod is in English only. It will work with any language setup though, but modified texts will appear in English, - This mod has been designed and tested with the content of PoE2 Community Patch (I own no rights on CP, but I wanted to promote it). - This mod will apply to any newly created character. For existing ones : The files, version 1.0 : The ones with most of the changes, mostly buffs or minor corrections : BalancePolishingModBuffs 1.0.zip The ones with nerfs for a couple of broken features (such as preventing Salvation of Time abuse, or Troubadour nerf). They will be described in red in the notes below. You may not want to use this package. BalancePolishingModNerfs 1.0.zip The one with Summon Rebalance, with a lot of tweaks (buffs and nerfs) delivered as a stand-alone package : BalancePolishingSummonRebalance 1.0.zip Installation instructions, In order to get the intended experience : Detailed list of changes : I didn't include the full explainations in this thread, but feel free to read them in the "Project for a Balance Mod" thread. Most of the descriptions should be up-to-date, but there might have been a couple of changes. Therefore, the release thread should be considered as the reference. Discussion References per topic : 1) Class changes : A) Fighter Inspired Discipline : 3 Discipline -> 2 Discipline Power Strike & Inspired Strike : 4 Discipline -> 3 Discipline 6s Stun -> 10s Stun 6s Staggered -> 10s Staggered Inspired Discipline only : +200% damages -> +300% Take the Hit : 4s Recovery -> 0s Recovery Into the Fray & Upgrades : 2 Discipline -> 1 Discipline 10 – 14 damages -> 5 – 10 damages Mule Kick : Most upgrades use the PL of the original ability. A PL 3 upgrade of a PL 1 ability used by a PL5 character will for example get a scaling of +4. There was a glitch that counted Mule Kick as PL3 instead of PL1, so I corrected it for ruleset consistency. This basically gives Mule Kick +2 PL. Toughened Fury :25% proc chance, as announced by CP (CP implemented only 20%) B) Paladin Light of Pure Zeal : 5 Zeal -> 4 Zeal Exorcism : 4 Zeal -> 3 Zeal Healing Chain (complete rework) : 2 Zeal Range 5m + 4m Jump Friendly Target + 50 Bounce (yes, 50) Heal 10 health per bounce (no reduction per bounce) Can bounce several time on the same target (0,3s delay) Hastening Exhortation & Upgrades : 2 Zeal -> 1 Zeal - Hastening Exhortation : Nimble for 15s- Zealous Exhortation : Swift for 15s- Hastening Command: Nimble and Strong for 15s Liberating Exhortation & Upgrades : 2 Zeal -> 1 Zeal 20s Duration -> 15s Reinforcing Exhortation & Upgrades : 2 Zeal -> 1 Zeal 12s Duration -> 10s Glorious beacon & Upgrades : 3s/4s Cast -> 0,5s/4,5s Cast 1,5m AoE -> 2,5m AoE 8s Duration -> 12s Duration (for all effects, including upgrades) Sacred immolation & Upgrades : 4 Zeal -> 3 Zeal 32 raw damages per tick -> 20 damages (I overrode the 3,5m radius from Community Patch) Wrath of the Fives Suns (Pallegina special ability) : Penetration : 7->12 Penetration properly scale with PL (currently it does not) Damages : 5-7 -> 5->15 (x5 Projectiles) EDIT : 2 Zeal -> 1 Zeal Greater Lay on Hands : 8s Duration -> 10s Duration Hands of Light : 8s Duration -> 15s Duration C) Chanter Also refer to Summon Rebalance for changes specifically about summons. Troubadour : Brisk Recitation phrase take 4s instead of 3s. Set to Their Purpose, They All Knew Their Part : 6 Phrases -> 5 Phrases (as unupgraded version) (this was justified when it provided Brillant...) Far from Defeated, His Heart Filled with Joy : 6 Phrases -> 5 Phrases (as unupgraded version) +3 Phrases -> +2 Phrases Far from Defeated, His Heart Filled with Joy and Their Companion Braved the Horde Alone are now considered Offensive instead of Non-Offensive (important for Skald) ...Each Kill Fed His Fury : Contrary to the ability it is upgraded from, this ability provides mere +5 stats boost instead of inspirations. As it seemed really random, I replaced the stat boost by actual Strong, Fit and Steadfast Inspirations. Boil Their Flesh From Skin to Bone & Upgrade : Secondary Cones replaced by simple 2,5m radius AoE. This enables the Acid Explosion to be properly centered on the victim. ( I learned that the secondary Cones originated from the caster instead of from the actual victim. This changes also correct this glitch) His Laughter Rang Through the Halls : 8s Daze -> 30s Interrupt on Hit -> Interrupt on Graze His Heart Did Fill With the Light of the Dawn : +1 Ressource -> +2 Ressources Does not affect the caster anymore. D) Rangers Sharpshooter : +20% Range with all ranged weapons Hobbling Shot : Hobbled for 10s->15s Heal Companion & Upgrade : 2 Bonds -> 1 Bond Cast time : 3s/4s -> 0,5s/4,5s Range 4m -> 10m Note : I didn't follow Community Patch change for this one. Revive Companion & Upgrade : Revive with 50 health -> 100 health Vengeful Revival : +20% damage -> +30% Deadly Surprise : +100% damage -> +300% Bonded Fury : 3 Bonds -> 2 Bonds Cast time : 0,5s/4s -> 0,5s/0s Range : 6m -> 10m Twinned Shot : 2 Bonds -> 1 Bond Vengeful Grief : Duration 15s -> Infinite (note that DEX and MIG affliction still dispell the Inspirations you get) Heart Seeker : 4 Bonds -> 3 Bonds Shadowed Hunters : Pet's first bite after using the ability apply a 30s DoT effect (20 raw damages per 3s tick). Note that first pet attack doesn't break invisibility (this is true in the base game). Distracting Training : 6s -> 15s (not that this is the base duration. It will be lower in general because the ability use pet's Intellect) Pet Abilities Keyword :Added Beast Keyword to all pet abilities cast by the Ranger so they benefit from equipment with bonus to Beast abilities.Applied to Heal Companion, Revive Companion, Bonded Fury, Master's Call, Shadowed Hunters & their upgrades.Not applied to Takedown and Play Dead cause they are cast by pet themselves (and PL can be detrimental to Play Dead cause it rise its duration) E) Barbarian Mage Slayer : Removed the Spell Resistance entirely. Added -25% Hostile and Beneficial effect duration. Corpse Eater : Greatly buffed special food (and also replaced bonus MIG and malus INT by more varied effects) : - Kith Meat : -5 Diplomacy, -15% Damages received, +3 Corpse Eater PL - Corpse Loaf : -3 Diplomacy, +3 Health per 6s, +10 Fortitude, +4 Corpse Eater PL - Forbidden Pie : -3 Diplomacy, +4 Resolve, Mind Affliction Resistance, +5 Corpse Eater PL In addition, Kith Meat and Vessel Flesh can be bought from Vithrack and Imp vendors (Kith Meat price set to 100 gold) Instruments of Boundless Rage : 3 Rage -> 2 Rage Added Fire Keyword Heart of Fury : 4 Rage -> 3 Rage Savage Defiance & Upgrades : 15s -> 25s Stalwart Defiance : changed to Gain Concentration every 6s Leap & Panther's Leap : 6s Dazed -> 4s Stun Dragon Leap : 6s Dazed -> 6s Stun Panther's and Dragon Leap are now correctly tagged as Leap upgrades (which basically makes them scale as PL5 abilities -> effective +3PL) Carnage : Can now Crit (so can apply Blood Frenzy ) Accurate Carnage : +5 Accuracy -> +10 Accuracy Blood Surge : 25% Chance -> 50% Chance, but only apply to Hostile Targets (same change as Community Patch did for its Paladin equivalent) Blood Thirst : Cleaned the mess that causes it to proc twice on the same target and prevented it from being stackable with Crushing Blow. Now proc only once except sometimes when 2 targets are killed in a row (it applies twice then, cause Recovery is cleared before second target is killed, so you keep one charge) Barbaric Blow & upgrades : Removed the PR and Damages bonus to make the ability more focused. Now Barbaric Blow & Upgrades do : - 75% Hit to Crit chances - +75% Crit damages bonus (note : Crushing Blow do get this bonus, even if it does not get Crit Damages Bonus in the base game due to a bug) - +200% Carnage AoE (so roughly 2.5m radius instead of 1.5m) - Barbaric Smash : no refund, but cost reduced to 1 Rage - Crushing Blow : no recovery (not conditional anymore) Spirit Tornado : Spirit Tornado applies Stagger on any hit, not only Weapon Hits (as the unupgraded version) F) Wizard Conjurer : Summon Familiar cast time : 3s/4s -> 0.5s/0s (It's not very well known, but Familiars provide a +1 stacking and generic PL Bonus, as well as random +3 to one stat and a minor bonus.) Transmuter : Form of the Fearsome Brute changes : - Form of the Fearsome Brute Armor : +100% Recovery -> +20% Recovery - Form of the Fearsome Brute Fist : 13-25 damages, 6PR -> 18-24 damages, 7PR - Form of the Fearsome Brute duration : 30s -> 20s - Form of the Fearsome Brute duration : +1 Engagement -> +3 Note : these changes also apply to Form of the Fearsome Brute Potions Bewildering Spectacle : Cast time : 3s/4s -> 0.5s/3s Confusion : Added Interrupt on Hit AoE : 2.5m -> 5m Note : these changes also apply to Confusion Scrolls, Wael's priest and Trickster's versions. G) Cipher Wild Mind : Miscast : set to foe only, but damages lowered to 0.5 x Focus. Tenuous grasp : 0.5s/4s cast time -> 0.5s/2s Fractured Volition : Change Weakened for Enfeebled. Haunting Chain : Duration 20s -> 40s. Soul Ignition : Target Fortitude -> Target Will (due to Cipher's passive, this is a buff) 16 damages per tick -> 20 damages Duration : 15s -> 18s Mindweb : Now break after being damages 3 times. Note that this erases the changes from CP that were supposed to make Mindweb break after a Hit (but didn't work) H) Rogue Trickster : Sneak Attack 20% + 5%/PL -> 10% + 5%/PL Streefighter : Indirect nerf : Blunderbuss Modal : Distracted for 10s -> -10 Accuracy for 10s Smoke Veil : 2 Guile -> 1 Guile Shadow Step & Upgrade : 3 Guile -> 2 Guile Paralysis 6s -> 8s Shadowing Beyond & Upgrade : 3 Guile -> 2 Guile +50 Deflection that was weirdly cancelled on 1st or 2nd attack (without any explaination) -> +25 Deflection for whole duration Smoke Cloud & Upgrades : Interrupt on Hit -> Interrupt on Graze Finishing Blow & Eleminating Blow : +3% damages per % health lost from 50% -> +1.5% damages per % health lost from 100% Devastating Blow : +6% damages per % health lost from 50% -> +3% damages per % health lost from 100% I did not change the max value, but I made these abilities count from 100%. Sap : Hobbled for 30s -> Shaken for 30s Added impossibility to receive Concentration debuff on target for 30s. Perplexing Sap : Removed the weird Confusion on target's attack effect. Upgrade Skaken from changed Sap to Fighten. This version of Perplexing Sap is basically a Silencing attack, or a cheap source of Tier 2 Affliction for Resistant foe. Strike the Bell & Upgrades (complete rework) : - Still Full Attack that Interrupts on Graze, with +25% damages and +2 PR. - Now all versions adds a 15s Dazed effect - Melee 1 Hander adds a -25 Will debuff for 15s - Melee 2 Hander adds a -25 Fortitude debuff for 15s - Ranged Weapon adds a -25 Reflex debuff for 15s - All other effects removed. - The upgrades now allow their respective -25 defense debuff to last for the whole Combat (in a similar fashion as Gouging Strike) Confounding Strike : Start at -10 deflection malus, -2 per hit up to a total of -34 (doesn't stack with flanked) Fix the stacking not working from CP. Thanks @Frykas for pointing it. Persistent Distraction : - Deflection and AR malus doesn't stack with similar effect anymore, as for all others Distracted Afflictions. Thanks @Frykas for pointing it. Deep Wounds :Now applies 20% fixed amount of weapon damages in 4 ticks (2s ticks) as announced by CP. CP implemented 3 ticks (3s ticks) for a total of 15%. I) Druid Also refer to Summon Rebalance for changes specifically about summons. Wall of Thorns : No actual changes, but this ability displayed a base PEN of 7 which was wrong : it is actually base PEN 9, so I corrected the display Nature's Terror : - Casting time changed from 4,5s/3s to 3s/3s. Sunlance : - Casting time changed from 4,5s/3s to 0,5s/4,5s. - Added Interrupt on Hit. Nature's Bounty : - Now its effects (20 health restored, +2 PER and MIG, +20% Action Speed for 30s) will apply directly instead of summoning potion. - AoE reduced 5m -> 2,5m to compensate that it now affects summons and everything. Entropy : - Added 3 Base Bounce (Base 4 Targets) - Number of procs raised from 3 to 5. - Charges are not consumed by Graze and Crit anymore - Removed Interrupt part Tornado : - AoE set to 10m radius. - Range set to 20m - Added a true "Interrupt on Graze" effect, which is consistent with the Vertical Launch part. - Casting Time tuned from 6s/2s to 4.5s/3s Touch of Death : - Set casting time to 0,5s/3s instead of 3s/3s. - Add a +25 Acc modifier for this spell. So if your accuracy is equal or greater than foe's Will, the kill is guaranteed. Wildstrike Frenzy : - Changed from Procs on Kills to Proc on Kills Fury Strom Blight Weapons : - Now properly count as weapons (generate focus, etc...) J) Priest Also refer to Summon Rebalance for changes specifically about summons. Divine Terror : - Duration 20s -> 30s Salvation of Time : Change to a lasting beneficial effects which adds 0.5s to every beneficial effects every 1s. That effectively halves their ellapsing speed of buffs (including SoT itself : it lasts 20s with a base duration of 10s). Basically still add 10s but : - Now benefits from PL and INT - Now applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important : now a single effect cannot have its duration more than doubled. It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant, and all other buffs will also have to be re-cast again at some point. Hand of Berath : - 5PL -> -10PL - Now auto-hit. Revenge of Skaen : - Range 5m -> 10m - Added a -20 Accuracy effect in addition to Blind. The -20 Acc does not stack with -10 Acc from Blind but the idea was to create an effect that goes through Perception Resistance Blessing of Wael : - +5 All defenses -> +10 - Now works vs any kind of attacks (not just melee ones) - Now targets Will - Changed the Blind affliction (which was too redundant with Skaen's Revenge) for a random effect of -10 PER, INT or RES. Symbol of Berath : Added acid Keyword Gaun Spells : - Added Plant Keyword (bugfix from CP, not base game) Wael Confusion : - Added Illusion Keyword (bugfix from CP, not base game) K) Monk No changes but fixed the glitch from Community Patch that prevented Shattered Pillar to get max 10 wounds after picking lesser Wounds (note that Community Patch add-on also fixed it in parallel) 2) Summon Rebalance : Nerfs are hihjlighted in red, but are part of the same package. Weapon & Armor Scaling :The biggest change is now that all summons weapon and armor scale with level (as Animated Weapons, Summoned Weapons, Companion Pet's Weapons and a handful of other summons already do).They all follow the rules of the table in the link below (+1 PEN, +4 Acc, +15% damages for their weapons and +1AR at level 5, 9, 13 & 17) https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling(Only exception are some of the Tier IX Summons because you get them after level 17. But most of them will have legendary quality weapons, or strong enough weapons anyway. ) Wizard & Monk : No Change Druid : Ondra's Whip, Watery Double, Lashing Vine : no changes. I think these abilities are balanced as they are (and they all scale at levels 5, 9, 13, 17 ).Summon Sporelings :Added Weapon & Armor scaling. All Blights Summons :Added Weapon & Armor scaling. Call to the Primordials :Added Weapon & Armor scaling. Reduced the number of oozes from 3 to 2. Reduced the duration from 30s to 20s. Bog Ooze removed from the list of potential summons, replaced by Lesser Bog Ooze (but with the added scaling, it's actually somewhat stronger).Fire Stag : (Weapons and armor already scaled) (minor) Change its fire shield so it procs on "damaged" as other fire shields, and not on Hit/Crit. Set Engagement limit to base. Adjust base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate).Explosion is now triggered by death instead of ability activation. That means Barring Death Door will prevent it from exploding and doing any damages. But when Fire stag is killed by foe, it explodes as if the ability was triggered. Fire stag can still kill itself to trigger the explosion. Explosion has been set to foe-only.Aspect of Galawain :(Weapons and armor already scaled) Adjusted base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate). (Wolf gets higher base damage, and Lion has bonus attack speed as previously). Adjusted armor : - base 5 AR -> base 8 AR, - 25% recovery -> 0% recovery. Bear gets +2 AR on top of this as previously. Added an Interrupt on Hit effect to its base attack. Priest :Spirtual Ally :Added Weapon & Armor scaling (its armor scales up to equivalent of legendary plate). Tune down duration to 25s because scaling weapons make him much better at high level and it was already a decent summon. Incarnates : Changed -5 PL for 35s into -1 PL (stacking if used multiple time) for 120s. This counts as a hostile effect and is decreased by Resolve and similar feat. Now for specific Incarnates : - Eothas : Equipment set to Legendary Quality. Replaced one of the priest incarnate by a copy of the first since it had an infinite recovery and could only act once. Duration reduced from 35s to 20s (triple summons would be too strong for 35s). - Berath : Equipment set to Legendary Quality Duration reduced from 35s to 25s (double summons would be too strong for 20s). - Magran : Weapon and shield set to Legendary Quality. Buffed to be a defensive juggernat : Set her CON to 25, RES to 25Armor changed to 14 AR without weakness apart Cold and its Recovery would be lowered from +67% to +34% (this value is the one from a Fighter with Armored Grace wearing a heavy armor). - Skaen : added +2 weapon PEN, +10 Acc, damages set from 14-20 to 18-25 (fast attack speed). +2 AR. (Basically similar to a scaling from Exceptionnal to Legendary.) - Wael : get scaling bonus (+4 PEN, + 16 Acc, +60% damages with weapons, +4 AR). I also gave him +10 CON so its health pool is more in line with other Single Incarnate, albeit still the frailest. I also added +5 DEX, +5 PER. - Rymrgand : No changes to this monster. Chanter : Skeletons : Added Weapon & Armor scaling. They start as poor so they have "exceptionnal" weapons at level 20. Note : "Many Lives..." phrase skeletons don't really scale anyway. Phantom : Added Weapon & Armor scaling. Phantom upgrade duration : 25s -> 60s. Wurms : Added Weapon & Armor scaling. Base Duration lowered from 25s to 18s. Upgrade cost : 4 phrases -> 3 phrases (I have already aligned all chanter upgraded invocations with the cost of their original ability) Wisps : Added Weapon & Armor scaling. Ogres : Added Weapon & Armor scaling. Set their active abilities to 1 per encounter. I didn't want them to be better than Drake at AoE or better than Wisp at Interrupting. Changed their "Down the Hatch" ability : it doesn't provide Tenacious and Robust anymore : this would have lead to too much AR and PEN if added with the scaling. Now "Down the Hatch" is renamed "Ogre Defiance" and only provides 10 health per 3s for 20s. Disoriented drawback has been removed. I added 2 PEN to their attack abilities to compensate for the loss of Tenacious. Drake : Added Weapon & Armor scaling. Duration 25s -> 35s. Added : Ground Immunity, Fear Aura and Dex Resistance that all other drakes have (Dragon Summon gets an improved version of Fear Aura). Knockdowns : - 2 per Encounter -> 3 per Encounter - Damages set to 15 - 25, base PEN set from 7 to 10. - Only affects Hostile Fire Breath : - 1 per Encounter -> 2 per Encounter - PEN set from 6 to 9 Dank Spore : Added Weapon scaling. AR already scaled, but I aligned it with other summons progression. Duration 25s -> 35s. Foul Thing explosion on death : - added 40 - 55 raw poison damages - set Sickened affliction to Infinite duration as announced by the ability. - only affects Hostile - corrected a bug that prevented the Sickened affliction from being displayed. Animated Weapons : Are currently already fully scaled. No change. Dragon : Will receive the benefit of full weapon / armor scaling. In addition to scaling, I'm going to change Dragon stats because they currently don't make sense, with a bottomless pit of health but lower AR and attack than the drake : - Armor 7->10(+4 from scaling) with resistance to Fire and Slash and vulnerability to pierce. (Based on the (scaled) version of the Drake, +1 AR) - Health 200 + 50/level -> 100 + 30/level - Attack : 16-22 CRU/PIER, 7 PEN, normal attack speed -> 20-26 CRU/PIER, 9 PEN, fast attack (+scaling) (this is based on the drake attack, but slightly improved). 3) Miscellanous Changes : Fire Godlike Fire AR : 2 -> 4 Martial Casting : 15% Action Speed -> 100% Action speed when casting summoned weapons. Quick Summoning : 15% Action Speed -> 25% Action speed when summoning. Adra Ban in shop :Added Adra Ban to Una's Shop, for 10000 gold per unit.Binding Block :+15 Accuracy -> +20 Lasting Empower :Corrected CP bug (duration increase applied to many stuff including non-empowered attacks), but I had to go back to base Game version. Bashing Shield : Now Bashing Shield (Magran's Blessing and Best Defense) Accuracy, PEN and Damages upon attacking increase according to the shield quality (example for excptionnal shield : +8 ACC, +2 PEN, +30%) Special thanks to @Noqn for implementing this very clean ruleset. Not applied to Tuotilo's Palm (its stats increase according to Transcendant Suffering / Monastic Unarmed Training as in the base game) Damages and PEN set to base 7-10 with base 7 PEN to match their scaling. Magran's Blessing Fire Shield slightly reduced to compensate for the scaling applied also to retaliations : - 5-7 damages for base Fire Shield - 8-12 damages for greater Fire Shield Last but not least, the expected Cuttlefish nerf !!! : +1 Crew Morale -> +0 Morale
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After successfully modding Pillars of eternity to skip some graphics when loading and then installing 2 mods that moddify the UI, I took it upon myself to make a mod that will change the wooden texture and size of the box that pops up when the player engages anyone in conversation. I have spent hours digging through the game folder and exploring the assets but I can't seem to find the files or the data related to what I want to do. Any leads?
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I have some good news! I made this mod for KOTOR II that enables You to romance Mira! You can get the mod here: https://www.moddb.com/mods/mira-romance-mod/downloads/mira-romance-mod2 Sorry it took so long, at least now You will be able to romance Mira! I hope it's been worth the wait! Enjoy the mod and have a great weekend!
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Hi, I am currently working on a custom voice set mod, and wondering if anyone could give me some clarification on some things: Why does each voice set have different numbering conventions? (****y: "_ability_cast_0092", Feisty: "_ability_cast_0088", Kind: "_ability_cast_0102")? What do the _v1, _v2, _v3, (attack_40001_v2 for example) files do? Based on their corresponding text strings in chp_common.stringtable I'm assuming they are alternate takes or maybe different parts of the same sequence broken up? What action does _investigate_4001* correspond to? It isn't very clear from entry in chp_common.stringtable what the character is doing only that they'll say: "_investigate_40010" = "Hm?" and "_investigate_40011" = "Huh?". Am I correct that the chatter.chatterbundle file is how the game handles both what files to look for in the folder and how they are used ingame? eg. how long a certain clip should be, when it will be played, how frequently it will be played, that sort of thing. What purpose do the generic_spell_cast*_7000* files serve? Any help would be very much appreciated. Thanks.
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Hello. I am creating some crew members for my playthrough, and with the master and legendary crew members being available but being just regular (with no previous npc content) I want to make my custom crew (imaginarly developed characters) be able to reach these ranks q1. Does anyone have any idea of how to change the crew member’s limit of ranks that can be earned? Is set to 4, I want to change it to 5 (or 6 if q2 is answered) q2. How do I change the experience needed to earn ranks? Thanks!
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After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
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[Mod] Tint God
Fhav6X posted a topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This mod, as the name implies, allows you to tint godlikes. It also adds some more head options to those. https://www.nexusmods.com/pillarsofeternity2/mods/325 This mod is somewhat special, so you have to read the installation instructions carefully! Installation: 1. Extract the files into your "Pillars of Eternity II Deadfire" main folder (the one with the exe). You should now have two new files (RUN_FIRST!!!.exe and Tint_God_Mod.exe) in your main folder and a folder called "Tint God" inside your override folder. 2. Now run "RUN_FIRST!!!.exe" as the file says ;). Select the "Pillars of Eternity II Deadfire" main folder (the one with the game.exe) and let the patch work. You have to run "RUN_FIRST!!!.exe" every time you install the mod!!! 3. After "RUN_FIRST!!!.exe" is finished and everything was successful, run "Tint_God_Mod.exe". Again select the "Pillars of Eternity II Deadfire" main folder (the one with the game.exe) when prompted and let the patch work. After that is finished, you can start the game and should be able to tint godlikes. 4. This mod creates big backup files in "\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\assetbundles". If everything works as intended you can safely delete those backups. Compatibility: ATTENTION! This mod IS NOT compatible with Kilay's great "CC more colors" mod. You have to disable it. However, I have tried to include some of its features into this mod. This mod is halfway compatible with game patches or mods, which alter assetbundles. If a patch makes changes to "charactershd.unity3d", "characters.unity3d", "items.unity3d" or "character_headandskin_hd.unity3d" it will throw up errors for this assetbundles. The only consistent way to deal with that, is to reinstall the game, patch it and then reapply the mod, so long as no "new content" is added by a patch (new DLC releases or features like turn based mode). In that case an updated installer will be provided on the mod's nexus site. In case of other mods for assetbundles, you are safe so long those mods don't change anything about godlikes or the manifest files inside the assetbundles. Known issues: I: At game loading the characters in the Inventory screen have no body textures. S: This happens because of the game's loading priority for mods from the override folder. Just equip/unequip some armor to solve it. I: The aumaua, elf, dwraf and orlan variants of godlikes have odd or different tinting. S: That is a problem how the unity engine "generates" those races from the human raw model. I don't have a solution for this problem, yet. The human version of the godlikes should work. I: Godlikes can't be tinted. S: You either have not run "RUN_FIRST!!!.exe" or it didn't work. Restore the backups or better reinstall the game and then follow the installation instructions. -
Link to Edér Black Jacket Subclass Mod on Nexus Mods: https://www.nexusmods.com/pillarsofeternity2/mods/302/ Link to Pistol Modal Mod on Nexus Mods: https://www.nexusmods.com/pillarsofeternity2/mods/309 Link to Edér Black Jacket Subclass + Pistol Modal Mod on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1662064117 (old, bundled version) New version 1.1 updated 13th March 2019, changelog in new post below and at Nexus Mod page First mod I have published, should work with Pillars of Eternity II: Deadfire version 4.1.2. If you have problems or find bugs with this, please let me know. The mod should work if you enable it and start a new game and choose Edér as Swashbuckler for your party. Compatibility with other mods is not tested. Mod files are separated by function if you are interested in customizing further or sneaking a peek. This mod is made with Turn Based mode in mind, and includes along with the Black Jacket subclass added for Edér a change to the Pistol Weapon Proficiency Modal, now called Fast Draw. The Pistol modal is next to useless in Turn Based Mode, which is why the change is included. Read below for descriptions. Created to be played with the Turn Based Mode (Version 4.1.2. at time of Mod Creation, February 21st 2019). Should work with fresh new start games. Please report bugs and errors and give comments and suggestions! Thank you. Edér as Swashbuckler gains Black Jacket Fighter subclass. Pistol Weapon Proficiency Modal Modified; Fast Draw (-50% Reload Initiative, +10 Acc vs Targets < 3 meters Range, -10 Acc vs Targets > 5 meters Range.) Starting with Escape as Level 1 Rogue ability instead of Crippling Strike. Sabre and Pistol Weapon Proficiencies (Fast Draw), instead Medium Shield Proficiency. Starting gear Sabre and Pistol, ditching War Bow and Medium Round Shield. - Edér gains Black Jacket subclass for his Swashbuckler (Fighter + Rogue) - Black Jacket is a Fighter sub class, that gets +1 Weapon Sets and can swap between Weapon Sets freely but has weaker Constant Recovery passive healing skill - Edér gets a Sabre and Pistol after you recruit him into your party - Edér has Escape as his Rogue Level 1 skill instead of Crippling Strike - Edér has Sabre and Pistol Weapon Proficiencies and no longer Medium Shield proficiency - Pistol Proficiency has been tweaked to be more interesting for Turn Based Mode as of 4.1.2. - Changed Pistol Proficiency Rushed Reload, -50% Reload Initiative, -15 Accuracy to Fast Draw Fast Draw [Pistol Weapon Modal] -10 Ranged Accuracy against targets farther than 5 meters with Pistols. +10 Ranged Accuracy against targets closer than 3 meters with Pistols. -50% Weapon Reload Initiative with Pistols. Drawing the pistol with haste, gain close range Accuracy at the cost of long range Accuracy. Reload Initiative is halved.
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Hello and thank you to those who are reading this. So I thought it would be nice if the form of the fearsome brute could benefit from the monk spells and abilities, and if it's not possible just buff the ogre modal a bit (more pen, more armor) because it is really weak as of now and I don't know how to do it myself. Thank you
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As my topic title stated I have recently uninstalled all my mods. When i tried to install mods back into the game they are not showing up. I have logged out of the game then back in like 5+ times nothing changed. Uninstalled again reinstalled then changed file name it failed. Reinstalled the mods shut down my computer completely then restarted logged into the game checked the mod manager still no mods found. With one mod installed started a new game quit the game went into options no mods still found. I am out of ideas and need help. DxDiag.txt
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SP-Monk Wounds
Chikri posted a topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hello, I have tried to modify the Shattered Pillar Monk so that he generates wounds with melee weapon and ability damage but can't seem to find the part I have to change for that. So help would be appreciated, and thank you in advance. -
Greetings, I've been trying to get this mod to work for a very long time but I can't for the life of me figure out why it wont work. What I'm trying to do is to give my Rogue +1 guile every time he kills an enemy. Setup: When the rogue reaches level 1 he's given a new passive ability called "Endless Loop" (see #1). The new passive ability is created using the GenericAbilityGameData tag (see #2). Scoring a kill triggers a status effect (see #3) that rewards 1 guile (see #4). Code: #1 Progression Table Entry for the New Ability: Rogue_Mod.gamedatabundle #2 Generic Ability Table: Rogue_Endless.gamedatabundle #3 Status Effect (Apply On Event) Table: Rogue_Endless_SE_ApplyOnEvent.gamedatabundle #4 Status Effect Table: Rogue_Endless_SE_AddGuile.gamedatabundle Anyone knows why this isn't working? Do I need to fulfill some kind of prerequisite (i.e. the mob has to die from a normal auto attack or similar) in order to get the +1 Guile? I'm at my wits end so any help would be greatly appreciated. Please note! All mod files can be found at my GitHub: https://github.com/Spherikal/PoE2-GameplayMods/tree/master/PoE2-RogueTweaks