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Found 8 results

  1. So I saw the Al-Amir spellbook mod and have been trying to edit it. I think I have the spell list and everything correct (main changes are the spell list and changing the +1 conjuration power level to +1 evocation power level). This is the spell list: 1: Wizard's Double, Fan of Flames 2: Concelhaut's Draining Missiles, Merciless Gaze 3: Ninagauth's Death Ray, Llengrath's Displaced Image 4: Ninagauth's Shadowflame, Ironskin 5: Llengrath's Safeguard, Arkemyr's Wondrous Torment 6: Arkemyr's Brilliant Departure, Arkemyr's Capricious Hex 7: Ninagauth's Killing Bolt, Concelhaut's Crushing Doom 8: Llengrath's Superior Elemental Bulwark, Wall of Many Colors 9: Llengrath's Relfection, Minoletta's Missile Salvo I'm also at a loss for how to get the item into my inventory, I tried the hookscript(?) to make it try to autoadd to inventory but I can't wrap my head around it. Anyway, this is what it looks like if anyone can help. { "GameDataObjects": [ "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "Grimoire_Lucina", "ID": "748a4aee-aed8-4bb0-a0ab-3edd516a6812" "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 99995, "DescriptionText": 1176, "DescriptionTextTactical": -1, "FilterType": "Weapons", "InventoryAudioEventListID": "32023afc-c1c3-4b6a-bcfd-77bde56ee6c3", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 3800, "IconTextureSmall": "gui/icons/items/misc/grimoire07_s.png", "IconTextureLarge": "gui/icons/items/misc/grimoire07_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "GrimoireOrTrinket", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/grimoire/a_grimoire07.asset" }, "ItemModsIDs": ["6b876729-649c-48ad-8b60-23fb5d42c32a"], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [ "acfd1303-4699-4939-91eb-6ac46d4af0bd" ], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "00000000-0000-0000-0000-000000000000", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericanimateditemrenderer.prefab", "ItemModel": "art/character/weapons/grimoire/grimoire01/w_grimoire01_cast.fbx", "AnimationController": "art/animation/animationcontrollers/weapon/w_grimoire.controller", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.GrimoireComponent, Assembly-CSharp", "NPCsAutomaticallyFill": "false", "SchoolID": "00000000-0000-0000-0000-000000000000", "SpellsIDs": [ "7d032f3c-386a-4711-b760-4285ea7f7e3e", "07110385-72fd-4323-8b67-5734662ad53c", "3f46f1e1-51b5-4567-a350-42a948218b4b", "03819651-f218-4d29-a002-ceb99a489f1f", "c0913543-b464-4138-a8cd-000f4ab10c67", "75b14374-12fe-498e-9391-4c70a7acabc1", "1e2c967f-b5bc-412c-ba34-0355737d338c", "2d810c5c-b3cb-4f80-9ed6-5371e8a1f1e5", "dd28d41d-862f-419f-a16e-cad2a1507918", "c3fd9042-7c9b-44da-9b25-142bde609498", "e50eae7a-220e-4ce9-a55f-1f796a4289b7", "ca629ecb-b299-4831-ba46-795511b62887", "4d7f980a-bb04-4874-b184-3a3493d20bf3", "01e682b1-dd28-4c84-a63b-27cbd950be49", "b341a2a4-07bc-4959-b4a6-5d14e9a3487d", "9456a886-211c-404a-843e-a2fcf22bff6e", "fded625a-081d-41ac-aa09-cfa92bd2ab5f", "a15d0649-6283-48a8-a55e-b78f733c4382" ] } { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "Empower_Evocation", "ID": "6b876729-649c-48ad-8b60-23fb5d42c32a", "Components": [{ "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 99650, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 4, "DisplayEvenIfCostZero": "false", "CursesItem": "false", "StatusEffectsOnEquipIDs": ["b5eac66e-c834-4ca6-a61b-c9ed8fd96fca"], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": [], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilityModsOnEquipIDs": [], }] }, { "$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp", "DebugName": "Grimoire_ItemAdd", "ID": "a7c6a2b7-97fe-4b18-9448-ef59ad65aa54", "Components": [ { "$type": "Game.GameData.ModScriptHookComponent, Assembly-CSharp", "RunOnlyOnce": "false", "SucceedOnlyOnce": "true", "Script": { "Data": { "FullName": "Void GiveItems(748a4aee-aed8-4bb0-a0ab-3edd516a6812, 1", } } } ] } ] ] }
  2. There are mods that add new grimoires to the game. Is it possible to (easily) edit some files and choose which spells I have in these grimoires? Edit: this mod, for example https://www.nexusmods.com/pillarsofeternity2/mods/29
  3. I noticed during the last boss fight of the dev stream, one of the librarian casted Deep Learning spell : Brilliant + Intuitive. Potential new unique spell for a grimoire or just unique NPC spell?
  4. I took a look at the list of different grimoires in PoE1 and 2 and to my surprise there's no one called Cleveland Mark Blakemores Grimoire. Like wtf? How come? It's a huge mistake on your part! Can you at Obsidian please add one such item to Deadfire ASAP?
  5. Does anyone have good recommendations for grimoires that synergise well with certain subclasses? I am struggeling to find a good book for my illusionist wizard, once I realized she could not use many of the spells in them. (Conjuration and Enchanting) Shows a bit the weak side of the grimoire system. Currently I am using Leofwyn's Grimoire. It has 10x Evocation Spells, 2x Illusion Spells, 2x Transmutation Spells, 2x Enchanting Spells, 2x Conjuration Spells So not optimal because of 4 wasted slots, but other grimoires I've inspected so far seem to have more spells I cannot use. The whole thing is a bit confusing if you ask me. Edit: Found a pretty good one for Illusionist Wizards around lvl 15. (tough quest) Arkemyr's Illuminating Discoveries
  6. So I decided to try a custom companion and went to bar to hire one. I make a mage and remove Aloth from the party. As I go over my new mage to adjust her grimoire, I notice that all 1st level spells are unassigned (no written spells). So I click on them to assign them, nothing happens. 2nd and 3rd level spells work fine. I go back to the castle and bring in Aloth. Then notice that 3 grimoires he had in his quickslots are gone. They aren't in the stash either. I drop another character and bring in the new mage again and give her Aloth grimoire and scribe/learn a few spells from him. I go in to adjust again, now 1st level spells work properly and I can assign them, but 2nd level spells don't. The only spell I could put in was Necrotic Lance. Clicking on others does nothing again. Very weird
  7. I'm excited to cast spells in PoE, but it took me a moment to figure out the Spell Grimiore. The UI could be maybe a bit more intuitive. Some observations about this screen: Clicking the spell-tier buttons on the right page affects what's displayed on the left page. I expected these buttons to affect what appeared to the right of them on the same (right) page. The top of the left page simply says "known spells", and I didn't even notice the "1st level" or "2nd level" specifier on the bottom. Users aren't trained to look for titles/descriptions in the bottom pane. UI text on right page, "In Grimoire" didn't make sense to me...I'm already in the grimoire.This screen might be more intuitive if the spell tiers/options were shown outside of the book, and by selecting a spell you move it into the corresponding level page in your book. Or, rename "In Grimoire" to "Ready", "Memorized", something like that. Better yet, have the grimoire represent the caster's known spells. Have page forward/back buttons to move among levels, rather than the un-book-like buttons currently on the right-hand page. Selecting a spell would move it into a separate "ready" or memorized" list, a la Baldur's Gate. Right-clicking a spell to get details made sense in the limited-resolution days of Baldur's Gate, but it feels too static here. Mousing over a spell in the spell pool should be enough to yield a description of the spell. This is less important but I was a bit frustrated trying to get descriptions--a non-Infinity-Engine-veteran might get discouraged when clicking a choice (un)memorizies it rather than yield information. (This can be remedied by making the UI flow more intuitive as suggested above). Thanks for reading, hope this feedback makes sense!
  8. Hi! It got a new project page up: http://www.indiegogo.com/projects/grimoire-forever/ I have seen this before posted, but I just wanted to endorse it as I think it looks awesome & the history of it (some guy working on it for... 17 years was it!?). There's a demo for it as well on the Indiegogo page. EDIT: The Demo is awesome :D just my first quick impression.
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