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  1. 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
  2. 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
  3. 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.
  4. Part I: The Umbral Mystic Knights Overview: The Umbral Mystic Knight is a lonely inquisitor with the power to manipulate shadows. Umbral Mystic Knights lose access to many paladin abilities but gain a list of abilities when they reach specific power levels Description: The Umbral Mystics are a branch of the Mystic Knights paladin order that rose to prominence in tandem with Animancy in the Aedyr empire. The Umbral Mystics wear black clothing and armor. They are involved in covert operations against rogue animancers and dark creatures that result from their art. Shadows rise in servitude to their willpower and zeal, they coalesce to form their shrouded weaponry and armors Dispositions: +Deceptive and Rational -Honest and Aggressive Ability gained per power level: Shadow Strike: Adds more damage and accuracy to next attack Shrouded Blade of the Mystic Knights: Summoned weapon Shadow Walk: Invisibility Umbral Strike: Shadow Strike also blinds Rymgrin's Repulsive Visage Shadowing Beyond Rymgrin's Enervating Terror Summon Shadow: Summons a shade Form of the Umbral Knight: Ultimate Transformation (Two Umbral Swords and Umbral Plate Armor) Drawback: Loses access to Fire, Heal and Light Paladin abilities Download my mod here: https://www.nexusmods.com/pillarsofeternity2/mods/169
  5. 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
  6. Just saw that Maia's dialogue triggers even if she is not in party and was wondering if there is a way to replicate this behavior This commands from this list sound related, but i am an ignorant on the matter and may have nothing to do with it Void PartyMemberToActiveParty(Guid) Void SetCompanionConversationsEnabled(Boolean) Void TriggerTopic(Guid, Guid, Guid, Boolean) If no with this, any other way?
  7. Hello. I've just created my first mod for POE2, and I've uploaded it to NexusMods, which was quite simple. But uploading to steam workshop seems like a different beast entierly. Does anyone have any information on how to get a mod on the Workshop? Thanks in advance.
  8. Hello. I've just created my first mod, and was about to upload it to Steam Workshop. But I can't find any good information on how to do so. Everything I find is very specific to a certain game, and I can't find any info for how to do it for POE2. Anyone have any experience with this? Thanks in advance.
  9. I found the background skills for some of the backgrounds a little bit odd in terms of logic and rp. So I changed them. Dissident : History => Streetwise Hunter : Alchemy => Stealth Laborer : add Streetwise Scientist : Arcana => Mechanics Philosopher : Insight now (1), add Metaphysics (2) (Seriously, if there is one skill that screams "PHILOSOPHY", then it's metaphysics. ) Clergy : add History Raider : Stealth => Explosives Apprentice : add History Farmer : made Survival/Religion/Streetwise Gentry : add History and Bluff Marksman : add Alchemy Midwife : Explosives => Insight Trapper : add Alchemy Here is the link https://www.nexusmods.com/pillarsofeternity2/mods/204/ Unpack it into the override folder as all the other mods. Here is also a list of skill IDs, if someone want the backgrounds different. Alchemy = "SkillID":"1b26af87-fd19-4dc6-9380-4f5cec7aefd5" Arcana = "SkillID":"e5f33551-ec5c-4cc8-b5f2-1eb03d210374" Athletics = "SkillID":"fefc4d3d-250d-4c32-85e0-62a851240e62" Bluff = "SkillID":"6fa62ec8-6695-4a1d-8553-7486b0ac20c4" Diplomacy = "SkillID":"c7e22ee0-bdd6-4ca8-99f0-a46f3dd66606" Explosives = "SkillID":"e67f20e3-5bf9-4d87-9bda-211405107362" History = "SkillID":"c6b6f87a-0381-4219-93eb-77ae2b64f0af" Insight = "SkillID":"f5d2c2bf-1ffd-4741-b6d8-31ae01985d4b" Intimidate = "SkillID":"3ad9194b-4f41-480e-aa75-1c82df43be84" Mechanics = "SkillID":"3affbb70-86bd-41f3-82c6-325326d40796" Metaphysics = "SkillID":"98051b85-d7e5-4746-a66c-260e2fcd2d4b" Religion = "SkillID":"98cc5a0d-1387-42e3-9202-417bc42b53ad" Sleight Of Hand = "SkillID":"3b073ebf-0a4a-48a3-947d-ad38bef10b36" Stealth = "SkillID":"8cc41e27-e62f-4e75-9f7d-ae47986895d2" Streetwise = "SkillID":"eb8da173-4a3e-4910-94e8-dd0c1436ca40" Survival = "SkillID":"9c7962b8-bf69-4670-ba67-acc86a09fca8"
  10. I have this character concept of a cipher who have a perception filter similar to grieving mother but a little more complex, that gives him the appearance that would matter to observer so she can learn more about people, changing his race and sex to the eye of who sees her. Could someone please make this possible? maybe changing these traits so they can be added by console like with classes
  11. I can't console in the item to test. The game doesn't recognize it. https://github.com/Hohner20/POEII-Armor-Mod/tree/master/The%20Gloom%20Master's%20Coat
  12. Could someone add an ability for barbarians that turns Carnage off and gives bonus damage? For everyone: What do you think would be a balanced/good bonus damage? If not other balanced effect.
  13. Hey guys just made a new custom subclass mod. Hope you enjoy. The priest of Hylea is a fast and chaotic caster, hurling foes with gusts of wind and causing destruction with the turbulent dissonance in their songs and poetry. The priest of Hylea is a priest that focuses on evasion, range, summoning and most importantly croud control. The priest of Hylea uses a variety of buffs, familiars and wind elemental abilities. Description: Hylea is the goddess of songs, arts, language and maternity. She is the matron of sky creatures and her sphere of influence includes the sky and the wind element. Her followers are made up of poets, artists and bards. Her temples are located in mountain tops are built without roofs in order for her followers to be closer to her domain. Her priests celebrate life and live theirs to the fullest. (Favored Dispositions: Benevolent and Passionate, Disfavored Dispositions: Cruel and Agressive) The priest gains spells that correspond to Hylea when they reach a new power level. Winter Wind Summon Hylean familiars: Summon Birds from Hylea's domain. They provide a perception and power level bonus. Quite Fragile but fast. Spiritual Weapon: Summons The Harp of Hylea, a war bow that scales, has the "quickness" effect and has a chance to knock enemies prone with the power of wind. Deleterious Alacrity of Motion: Whip up winds to make your actions faster Hylean Squall: Extends the weapon and creates a small tornado that damages and slows enemies Cleansing Wind Resounding Discord: summons a tornado that bounces around enemies, So Singt Biting Winds o'Eld Nary Shockwave: creates a sonic shockwave that damages and knocks down enemies Wilting Wind Tornado, Incarnate: Summons a greater Storm Blight and a number of Hylean Familiars. Download from Here: https://www.nexusmods.com/pillarsofeternity2/mods/152/ Special thanks to everyone who discussed this class in my Class and Subclass Ideas forum! (Ps. I found it really enjoyable for, some reason, to unleash my bird familiars on all the enemies)
  14. Hey guys, I just made a new priest subclass, Priest of Abydon, hope you enjoy Description: God of golems, machines, industry, strength, hope, and aspiration. Favored most commonly upon the laboring class. "The Golem" is thought to have once been able to take a human-resembling form as most of the other gods are, but then been somehow killed, only to forge himself back into existence inside the shell of an immense golem. Various accounts of his death exist, and none is considered definitive. (Favored dispositions: honest and stoic, disfavored dispositions: deceptive and clever) The priest gains spells that correspond to Abydon when they reach a new power level. Spells and Abilities gained: Flames of the White Forge: Adds burn damage to attack, identical to Flames of Devotion skill, but with white flames fx Blade of the White Forge: Summons a white simmering blade made of Durgan steel. Scales similarly to spiritual weapon and has the effect "Quickness", which reduces recovery time of attacks. (similar to the "Last Blade of the White Forge" from POEI) Twin stones: the hammer of Abydon could send shockwaves across the earth Ironskin: known as the god of constructs, Abydon rebuilt himself into a being made of metal Calling the World's Maw Embrace the Earth's Tallon Rusted Armor: Corrode poorly forged armor Unbreakable: Rebuild yourself as Abydon once did Artifacts of the Pargrunen: Fabricate weapons and a breastplate out of thin air (similar to "Citzal's Enchanted Armory"), Incarnate/ Weapons of the white forge: Expend a substatial amount of energy to summon many weapons of the Pargrunen, applies similar debuff to incarnate (-5 power levels for ~30secs), spell is similar to "They Did Sing a Song of Carnage, Fair" The Golem Reconstructed You can download here: https://www.nexusmods.com/pillarsofeternity2/mods/150/?tab=description Thanks to everyone who discussed the subclass in the Class and Subclass Ideas Forum! Helped me improve my concept for the Abydon priest.
  15. This mod removes the attribute bonuses you get from race and culture, increases the amount of spendable attribute points from 15 to 18 and increases attribute's maximum cap from 18 to 20. This allows you to freely choose the race and culture you want without having to worry about min-max'ing your attributes. There is an optional version which also unlocks all backgrounds, inspired by Nizzy's Backgrounds Unlocked mod. The idea and request belongs to u/mporubca on r/projecteternity. Installation Download the archive and extract the folder from it, Place the "RP & MinMax" folder in "InstallPath\Pillars of Eternity II\PillarsOfEternityII_Data\override", Launch the game and confirm its state from Options > Mod Manager.
  16. I would love to have a chest of consumables that I could use to upgrade weapons and armour with. The scarcity of consumables is an important part of the game's balance, I'm aware, but this is for fun and possibly a useful thing for those intending to solo deadfire and I'm a linux player so I don't have access to windows-based cheat consoles to just give me the stuff. You can put an upper limit (but make it large) if you want, or make them infinite, but bear in mind there are about 15 that are very heavily used in upgrading the quality of items. Some items like adra ban and sapphires are almost never repeated or offered in vendor reloads, whilst a bunch of items are rare drops from unique entities, and there's only so many xaurips you can kill. Some items are equivalent but only work for certain weapons, eg to upgrade some items to legendary you can use kraken eyes, but that doesn't always work for other items. The chest should be on the initial island somewhere, whether with a vendor or not is up to you. Anyway, let's have a stab at it and I will do a solo run and advise requirements as I go if you wish.
  17. I would greatly appreciate a mod that adds 1 low level wizard invisibility spell. I'm thinking PL 2. And a higher level one with extended duration maybe at PL 4. I always found wizard's lack of such spells very odd. Plus I don't think it will be too OP. Considering we already have ciphers starting with a charm spell.
  18. Hopefully I'm not the only one that likes switching party members up but hates that their levels can vary so much. It'd be great if all companions would stay locked at my PCs level but I'd say that is more involved. Right now I'm working around it with the addexperiencetolevel console command but it'd be nice not to "cheat" and to still get achievements.
  19. I wasn't completely happy with how the spiritshift forms looked, so I made some new textures. Here's how they look. The goal was to make them look a bit more like natural animals, and downplay the "evil monster" look of the originals. You can download the mods at: http://www.nexusmods.com/pillarsofeternity/mods/34/? and http://www.nexusmods.com/pillarsofeternity/mods/35/? I'm a bit worried that the mods will stop working when the next patch is released, since the other spiritshift mods broke after the last patch. Hopefully, Obsidian can prevent that next time.
  20. https://www.nexusmods.com/pillarsofeternity2/mods/43/ Hello guys, I released the first version of my mod, aiming to increase the challenge on POTD. I would love it if you could give me feedback on whether things work the way they are supposed to. --------------------------------------------------------------------------------- DEADLY DEADFIRE v1.8 New optional weapon balance tweaks! New HARDCORE version of the mod has been added! New modular mods have been added for maximum customization! Changelog: NORMAL VERSION: v1.8 - Adjusted XP reduction to -28%. I finally found the perfect value. v1.7 - Increased XP reduction from -20% to -30%. v1.6 - Fixed duplicate files in download directory. v1.5 - Fixed Player Character Health getting buffed by the mod. v1.0 - Release HARCORE VERSION: v1.0 - Release WEAPON TWEAKS: v1.2 - Fixed uniquely named weapons not being afffected. v1.1 - Fixed spears and sabers not being affected. v1.0 - Release This mod is for all those that want to be challenged more by the combat encounters in this game. The devs have already said that the game is not difficult enough when played on Veteran or Path of the Damned, and this mod wants to fix those issues without breaking the feel of the game. *** THIS MOD IS MADE FOR POTD / VETERAN DIFFICULTY WITH LEVEL SCALING (UPWARDS ONLY) *** WHAT DOES IT DO: 1. Level Scaling - In vanilla enemies only scale upwards a maximum of 4 levels. If you are level 15 and find a level 5 enemy, he would be scaled up to level 9 but not any further. - This mod increases the scaling limit to 9. That enemy would now scale up to 14. (not quite this simple with location levels etc but you get the idea) 2. Named Enemies - Important Named Enemies will now scale an additional 2 levels higher than a normal enemy. If you find a level 8 named boss at level 10, he will now scale up to level 12, in an effort to keep even previously-missed lower level boss fights challenging. (again location levels matter too but this is the idea) 3. Increased HP - Enemy health has been increased by around 30% across the board. This is an attempt to stop a single empowered spell from halving the opponents right at the start of combat. 4. Reduced XP - Experience from quests and combat has been reduced by around 25% and 20% respectively. This is not really noticeable at the start but it will help with the over-levelling issue in the lategame. HARDCORE VERSION: I recommend starting with the normal mod, which already makes the game quite challenging. Then, if you feel like the game is still too unforgiving, or if you feel like the difficulty drops off during the latter part of the game, you can switch to the hardcore version. This hardcore version is very punishing, especially in the early game when you are lacking accuracy. Therefore I don't recommend it for a new game. WHAT DOES THE HARDCORE VERSION DO: - Further increases the scaling bonus levels and scaling range, for both normal enemies and even more for bosses. - Further reduces the experience gains up to a total of 35% and 30%. You can switch from normal version to hardcore version without problems. But keep in mind that enemies are generated when entering a new zone, so if you upgrade to the hardcore version, only areas you haven't visited yet will get the increased stats. WEAPON TWEAKS (OPTIONAL MOD) I have added a new optional mod called "Weapons Tweaks". - It reduces the penetration of all one-handed weapons by 1. Many have asked for this and I agree it makes sense. Now two-handed weapons have a purpose. In addition to dealing more damage, they now have more penetration compared to 1H weapons. HOW TO INSTALL: 1. Go to the Pillars of Eternity 2 folder (Pillars of Eternity II\PillarsOfEternityII_Data\) 2. Look for or create an "override" folder in Pillars of Eternity II\PillarsOfEternityII_Data\ 3. Unzip the mod inside the "override" folder. 4. The path to the mod files should look like this: /PillarsOfEternity2_Data/override/DeadlyDeadfireModX.X/gamedata/ 5. Launch the game. 6. The mod should work on existing savefiles, but only for areas not yet visited. 7. A new game is recommended. COMPATIBILITY WITH OTHER MODS: This mod changes these files: characters.gamedatabundle 'MaxLevelAdjustment' property changed; characters.gamedatabundle 'MaxHealth' and 'HealthPerLevel' values changed; progressiontable.gamedatabundle 'ExpectedCharacterLevelAdjustment' arrays expanded and 'AdjustedLevelAmount' values changed; global.gamedatabundle 'QuestXPMultiplier' and 'CombatXPMultiplier' values changed.
  21. This mod aims to increase the game difficulty by altering enemy's level progression, however it is more of a band-aid partial fix rather than a proper solution to current issues with PoE 2 difficulty. Also please bear in mind the mod is still work in progress and hasn't been thoroughly tested and balanced yet. What does it do: Enemy's levels are increased globally. This has been done by increasing the level scaling values by 2-3 in progressiontable gamedatabundle file. Note that actual level increase depends on the difference between the player's level and location level (see below). Enemy's levels scale up higher than in vanilla. Vanilla level scaling table has a hard cap of max 4 levels above the enemy base level. This mods changes the cap to 10 bonus levels. This has been done by tweaking the level scaling values in progressiontable and characters gamedatabundle files. Download link (Nexus): https://www.nexusmods.com/pillarsofeternity2/mods/24 Few notes: I am not 100% sure but it appears that the way level scaling works in PoE2 is that a same creature would get different bonus levels when spawned at different locations. The only logical explanation I have is that the amount of bonus levels enemy gets above its base level depends on the difference between the current player's level and the current location level (where the creature is spawned) rather than on the difference between the player's level and the enemy's base level. This means that an enemy spawned at early game areas would have higher adjusted level than same enemy spawned in later game areas - provided player's level remains the same. This mod should work on any difficulty but it is intended to be balanced against Path of the Damned difficulty. You have to turn level scaling on (all, only up) in order to make this mod work. Edit: different scaling options should run well with the mod, however this has not been tested. Note that the mod might work only in locations you haven't visited yet (this needs further testing). It does not require starting a new game. Neither of the mods should break any achievements. The mod should work with game version 1.02. How to install: Go to Pillars 2 folder (e.g. Pillars of Eternity II\PillarsOfEternityII_Data\) Create "override" folder in Pillars of Eternity II\PillarsOfEternityII_Data\ Unzip the mod to the created /override folder. The path to the mod files should be: /PillarsOfEternity2_Data/override/LevelScalingMod/gamedata/ Run the game. Make sure scaling is turned on. Optional XP gain tweak: I have also included a separate XP reduction mod for those who want slower levelling. It decreases the quest XP gain multiplier and combat XP gain multiplier in global gamedatabundle files to 70% of the vanilla values. You can tweak the values yourself if you wish, the default vanilla values are 1.35 for QuestXPMultiplier and 1.25 for CombatXPMultiplier. Compatibility with other mods: A. The Level Scaling Mod is not compatible with any mods that change 'CharacterStatsGameData' objects in 'characters.gamedatabundle' or 'CharacterLevelScalingTableGameData' objects in 'progressiontable.gamedatabundle'. The following is a complete list of Level Scaling Mod's tweaks made to those files: characters.gamedatabundle: 'MaxLevelAdjustment' property changed from 4 to 19; progressiontable.gamedatabundle: 'ExpectedCharacterLevelAdjustment' arrays expanded up to 'ExpectedDifferenceMin: 8', 'ExpectedDifferenceMax: 50'; progressiontable.gamedatabundle: changed 'AdjustedLevelAmount' values (up to 10 - this is the mod's hard cap). B. The XPTweak_0.7 Mod is not compatible with any mods that change 'Game.GameData.ExperienceTableGameData' objects in 'global.gamedatabundle'. The following is a complete list of XPTweak_0.7 Mod's tweaks made to that file: global.gamedatabundle: 'QuestXPMultiplier' property changed from 1.35 to 0.945; global.gamedatabundle: 'CombatXPMultiplier' property changed from 1.25 to 0.875. I'd welcome any input.
  22. I noticed that none of the default ones match the two new male Moon Godlike heads so I did some Photo manip on some existing portraits MOD LINK
  23. { ENTRAPMENT } Important Info THANKS TO THE WONDERFUL MODDERS AT: POE2 Modding Framework On Reddit POE2Mods Github (Current framework release not updated for 1.0.2 POE2 patch). I have finally begun working on my first meaty rebalance and mechanics mod, Entrapment! Note: This is a WIP mod, this thread is here to give info for those interested in its development and releases. Note: Do not download any version of this mod from any site other than NexusMods or my own personal POE2 Modding Git Repository. (Links will be posted to download mod on release) Note: THIS MOD IS NOT CURRENTLY RELEASED TO THE PUBLIC, BUT WILL BE FORTHCOMING! Planned Features 1. Allow an individual character the ability to lay more than one trap (non-spell cast traps). [FINISHED] 2. Rebalance damage and scaling of all item and spell traps. 3. Increase mechanics requirements for laying/disarming traps. 4. Create skills regulating the number of traps that can be laid (for balance), potential "upgrades" to trap effects. Possible Features (needs further investigation) 5. Addition of entirely new traps. 6. Trap crafting. 7. Trainers/Instructors that can teach new "unique" versions of traps (at a cost or other requirement). 8. A new class revolving primarily around alchemy/mechanics specializing in the creation and use of traps/bombs/firearms (construct summons?) Initial Status Report WARNING: THE FOLLOWING IMAGES CONTAIN SMALL SPOILERS FOR A BOUNTY QUEST BATTLE!!! LYING IN WAIT... LITTLE DOES HE KNOW, THERE IS MORE... THE REGRET TAKES HOLD!!!
  24. Wrong forum, please delete.
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