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  1. So I'm considering trying to make a mod that allows you to reforge Soulbound weapons with the Durgan's Steel upgrade (and possibly other modifications like enchantment and quality as a separate option) once you have completed the soulbound challenges of the weapon. Does anyone know if this may be possible and any particular place I should start looking within the code to accomplish this?
  2. Request: Throughout the stronghold are containers of various kinds - bookcases, vases, boxes, chests, etc., the majority of which we are unable to select/interact with. This greatly detracts from my ability to roleplay the stronghold as my home. Given that I can pick up such a great variety of goods throughout the world, it only makes sense that I would be able to store them appropriately in my home. Please, make it so that a great majority of containers are usable in the stronghold. It would increase my enjoyment soooo much! Also, while you're at it, please make sorting the containers enjoyable as well. Sorting scrolls by name or level, books alphabetically or by series, e.g., part I, II, III, IV... Please, the more containers, the greater variety, and added sorting/viewing mechanisms would go such a long way! Thanks!
  3. For version 1.03.530: I found the hexcode change for modifying the experience requirement per level formula. 1. Go to your game folder: ...\Pillars of Eternity\PillarsOfEternity_Data\Managed 2. make a backup copy of Assembly-CSharp.dll 3. open the original Assembly-CSharp.dll in your favorite hex editor (I like HxD found here: http://mh-nexus.de/e...hp?product=HxD) 4. Search for the following hex code: 07 6F F2 02 00 0A 26 38 0D 00 00 00 02 7B 0C 05 00 04 07 09 6F F3 02 00 0A 12 02 28 F4 02 00 0A 3A B1 FF FF FF DD 0C 00 00 00 08 8C 7F 00 00 1B 6F 1A 00 00 0A DC 2A 00 41 1C 00 00 02 00 00 00 29 00 00 00 59 00 00 00 82 00 00 00 0C 00 00 00 00 00 00 00 32 02 02 17 58 5A 20 F4 01 00 00 5A 2A 00 00 00 32 02 17 59 02 5A 20 5. The hex code immediately following the above should look like: F4 01 00 00 5A 2A 00 00 00 13 30 07 00 14 00 00 00 48 00 00 11 02 6F 12 00 00 2B 0A 06 6F 58 07 00 06 03 28 08 00 00 0A 2A 13 30 07 00 27 00 00 00 00 00 00 00 02 28 04 00 00 0A 39 0C 00 00 00 02 6F 0C 00 00 0A 28 DC 06 00 06 2A 72 B9 1F 00 70 28 42 00 00 0A 72 A1 1F 00 70 2A 00 13 30 0D 00 45 00 00 00 Note1: You're only interested in changing the underlined hex code above. Note2: Alternatively, you can search for and find the FOURTH instance of F4 01 00 00 (starting from the top of the file). Note3: This is at hex location 2D88B for me. 6. Change the F4 01 00 00 (which is a little-endian 32-bit integer for 500) to whatever you want (use a programming calculator -- the one that comes with windows works fine for this) For example, changing it to E8 03 00 00 (which is the little-endian integer 1000) will double the xp required per level. 7. Save your changes (obviously). Notes: 1) I use IE mod, which replaces Assembly-CSharp.dll, so this may or may not work for you if not using the IE mod. 2) I'm on Windows, so this may or may not work for you on linux and/or mac. 3) The change isn't retro-active -- it only affects experience needed for your next level. A full restart would be required if you want to see how this affects gameplay. 4) XP formula is: ((currentLevel * (currentLevel + 1)) * 500)
  4. Fairly new to modding and thought that I could download unity, import existing files and bang let the modding begin. That didn't work so I went to the internet for guidance. Not much on the subject other then "It's hard to do", so here I am asking for help. -What are you using to mod? -Any tips? -Is it possible to create a new race and/or a new class? (really want to make a race similar to animats and make a Dragoon class)
  5. Greetings, im new to this community, and new to the PoE. Just bought this game.... and im wondering why i didnt mention this game earlier. im a great fan of NWN, BG, etc. so this is a must have ! also, im in to Skyrim modding, so my first step was: checking out the install-dir of PoE. i found the portraits and prefered the blonde girl for my blonde medium. but oh damn, this portrait is reserved for Calisca. so i copied and renamed the files to PC-female and deleted it in companion. but in game, Calisca still has the original portrait !? now my question: does anybody knows, how i can change those portrait of followers, npcs and maybe player characters afterwards ? what did i wrong, that the change of Calisca didnt take place ? Embedding new character-portraits is quite easy: just put the .png-files in the according folder. thanks obsidian ! thanks all Gilgaladh
  6. Hello, I know this is jumping the gun given that the game doesn't have all of the expansion packs, and given that a modding framework hasn't been devised yet(and may be difficult given certain design choices). However, I know that a lot of people have wanted romantic options in the game given the lengthy romance threads, and it seems likely that if romances will exist in Pillars of Eternity, that modders will have to add them at some point. Because of this, it seems reasonable to maybe start thinking on the groundwork of this, particularly the idea of modding a Durance romance. After all, Durance has a lot of the qualities needed for an interesting romance: complicated emotions, deep internal struggle, passion, you name it. There has never been a character more ready for romance in any IE style game in history than Durance(Look at all of the problems the BG2 chicks and Anomen had). Here's what I'm thinking: Requirements: -Female (I'm getting more of a traditionalist vibe from him) -Orlan (obviously) -Priestess of Eothas (again, obviously) Major themes would likely be his deep abiding love of Magran, and his sense of guilt at killing Eothas, where the romantic protagonist helps Durance overcome these feelings and find peace in switching over to becoming a priest of Eothas(I'm not sure how hard that'd be to change, or whether gameplay-rp separation would be necessary). Obviously any suggestions would be helpful. (My apologies if this is the wrong forum)
  7. Since we cant level companions from lev 1 to our lev and thats just automatic I have request: -HOW CAN I edit/mod or just reset my companions to lev1 and back to my lev but with skills/talents that I want. Not crappy one. Please help.
  8. For those of you unhappy with the need to walk slowly to be able to detect hidden objects, I've just made a mod to "fix" this. With the mod, Stealth Mode uses the normal run animations. Currently only supports Windows and not compatible with the IE Mod. When I get more time, I'll figure out how to incorporate it into the IE Mod. Get the mod from Nexus.
  9. I was wondering if anyone knows if it will be possible to change the class of a companion using mods or commands? I noticed a very extensive list of console commands over in the Backer Beta Discussion Thread, but nothing about changing a character's class. I was really hoping to use the original Eder as a Rogue so my PC can play the fighter role. Thanks in advance for any help!
  10. For those (myself primarily) that wanted to try it out and see if our theory was correct, I have modded in our proposed attribute system. Might: +% Damage and +% Healing Constitution: +% Endurance and +% Health Dexterity: +% Action Speed Perception: + Accuracy and +% Interrupt Intellect: +% Durations and +% AoEs Resolve: + Deflection and +% Concentration This one I've actually thoroughly tested and it is working properly . It required a bit of troubleshooting to get everything correct. Download Link: http://www.upload.ee/files/4278808/sensukimatt516.rar.html Instructions (also included in the rar file): BACKUP THESE TWO FILES X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\data\localized\en\text\game\gui.stringtable COPY THE CONTENTS OF the rar into your "X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data" directory DO NOT submit bug reports with this installed, revert to default when testing Let me know if you like it in comparison to the PE v301 Attribute system
  11. http://www.twitch.tv/pwootage Added in custom portraits and just now added in new dialogue.
  12. Hi people, I`m new to modding myself, but what i want to do is edit Lucas` face texture so that he has stubble/a beard. i used the oaf extractor and i think i found his head texture (was hard to find without a search option and no clear file name) i painted some test stubble along his jawline and saved it as a .dds file. now im stuck. where do i put the modded file? thanks in advance
  13. I was just wondering if any of the technical / programming devs would be able to shed a bit more light on what kind of options there will be for modding and how much of the game data they are hoping to externalise, e.g. similiar to infinity engine games, restricted to just ai scripts and conversations, full control over everything. Also any information on whether they plan to release some of their in house tools would be great. I know there has been confirmation that modding will be supported and some speculation as to what form this may take, but as someone who often enjoys making mods more than playing the actual game I would love to know what I can expect when I get the game. As an aside I fully appreciate that modding is not exactly a priority for the team, but even just a post which says we havent really considered it too deeply would be something.
  14. Hello! So, this popped up recently as a thought. What are the most important aspects of modding? And in discussing this topic, I was thinking about simplicity and accessibility. First and foremost, I personally want "Portraits" to be a feature to customize depending on Status Effects. I've written quite a bit on it in the Portraits thread, so head on over there if you wish to read more about that or post an input yourself about it (post that feedback here or there, doesn't matter). Furthermore, what else is important to you? I thought about making a poll but I believe this is an aspect that is very diverse depending on the modder/person and their own skillset. People with a higher skillset might like to play around with scripts, triggers, NPC's and Quest trees etc. etc. but what about the regular layman? Some of mine that I think is important: 1. - Class "Kits": This is something that I would really like to play around with. Being able to make a custom Class, or a Sub-Class of a Class (Maybe being able to create a sort of... Friar out of the Monk Class for instance). Never quite figured out how to make your own Class Kit in Baldur's Gate, not that the learning curve seemed too difficult, but this is something I think many would enjoy playing around with. 2. - Colors and Armor/Weapons In Baldur's Gate you have a very limited amount of colors to play around with (4) when you color the armor and the characters skin and hair. I'd like to see even more than this. In Baldur's Gate you could open up Shadowkeeper and change colors of armors and the appearance thereof much more than you could in the game, I played around with it a little bit but it took quite some time to get it just right (had to save/load and jump in and out of the game over and over to get it just right). Is it possible to make this easier? And please, no buying dye's in-game that's one of the most stupidest mechanics I've ever seen. 3. - More Maps/Being able to make the world bigger Being able to import new custom maps easily into the game and placing them somewhere on the map. Will the toolset have shadow maps that you can place and/or "restrictions" a la "You can't walk over this river". Can I import Wallpapers or similar and then make some sort of Vector Masking on the map to determine "This is where you can walk and this is where you can't walk" (Simple imports~). Will there be some mapmaking included in the toolset? Dungeons, Caves, Towers etc. etc. 4. - More Items/Out of Game "Crafting" Being able to easily customize a weapon/armor/item and give it new properties and rename it. This I believe will be a little in the game already with crafting, but it is also fun to make your own items out-of-game for a specific Quest and plant it in the world as if it was part of the world etc. etc. crafting is fun and all but it doesn't have the same impact as creating something out-of-game. I can't Craft "Sword in the Stone" in-game, that's something I'd have to create out-of-game, place in the world, add triggers/scripts to it and make a Quest out of it. Two different forms of "Crafting Weapons". 5. - Quests & NPC's Also something I believe many want to play around with. Dialogues, Stories, Shopkeepers, you name it. What is your most preferred aspects of modding and how could Obsidian consider the most simplistic methods of achieving this?
  15. Hi everyone, My long-in-development Dragon Age: Origins campaign, Thirst is now close to content complete and available for beta testing. This beta is designed to gain feedback from players, to fix any outstanding bugs, and to make tweaks and changes based on suggestions. Thirst is a 10-20 hour campaign containing over 50 new areas, dozens of side-quests, a story heavily sculpted by choice & consequence, 3 companions to bring into battle and interact with, a wide assortment of new items to use, and more. You can download Thirst from the page here: http://dragonage.nexusmods.com/mods/3496/ Please also keep an eye on the patches, as they will fix issues as they are discovered and resolved. Note that due to the size of the campaign and the amount of new content added, I recommend disabling all mods (and possibly even official DLCs) before playing, in order to avoid conflicts. Thanks, and have fun!
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