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Here's a very rough guide on how to add a new voice to Pillars of Eternity 2, without replacing an existing one. From the code side of things it's not too complicated, you'll just need 2 blocks of code. The main complication lies in creating the audio files and naming them correctly so that the game will know what to do with them. Go to the PillarsOfEternityII_Data directory, you can find this by default: Steam: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\ GOG: C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\P
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Hi, i'm a first timer on the forum and to modding pillars. So i tried adding Citzal's Spirit Lance to the cipher class because i love using it but was tired of having to pick a monk/wizard hybrid since it'd rather play a monk/cipher but didn't want to give up the lance. it's showing up in the ability tree but i can't click to unlock it during the level up screen and having been banging my head against the wall on the issue for a couple of hours and am out of ideas on how to fix it. here's the file adding it to the progression table { "GameDataObjects": [ { "$type": "Game.GameD
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My favorite sabre in the game is the Aldris Blade of Captain Crow. It fits well with my high crit characters. Regarding it's appearance, it has a really sleek blade with cool glyphs etched on the side. It's great. The handle on the other hand is just awful. It is such a break in immersion that my sinister ninja type character has to stick his hand into the golden chicken carcass whenever he pulls his weapon. Request: Is there anyone here who can mod the model for this weapon so that we can keep the cool blade, but just replace the handle with a regular sabre handl
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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:
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Hello. I'm a new user and I looked around the forum, tried the search feature, googled around, and found no answers to my questions... hope I am asking in the right place, if not, I apologise in advance. Here goes. Is there a roleplaying community? PoE world seems almost perfect, almost ideal for a roleplaying community, one to exchange stories in writing and over IM. I was looking for a forum, for a Discord server, found nothing, no trace of it, no such need expressed. Am I alone? Is there a community like that? If not, can we start somehow, is there need out there like I feel? I saw
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This is a work in progress, which I’m eventually going to turn into a full-fledged mod once I get a handle on some more fundamentals. Before I jump in, though, I’d appreciate some feedback on this draft from a play angle and would be very grateful if someone could help me figure out what can and can’t be done with modding (I indicated these in brackets throughout the draft). Preamble – Why Change Mage Slayer The purpose of my tentative mod is to revise the Barbarian’s Mage Slayer subclass in a way that is both lore-friendly and, in my opinion, more interesting to play as. Mage Slayer’s curre
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I'm wondering if the Scripts fields can be used to directly add a command to the game, like we do using the console or if that function is disabled cuz no-one ability have this field compiled. My purpose is add an ability/status effect that add disposition points, so surfing inside the game docs i found that about script could i add that to an ability? And which is the correct syntax? Because reading the docs i'm a little confused about ChangeStrenghtComponent . Which is the parameter to refer about it? Average, Major? Cuz i wanna add just few points not a whole disposition rank
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Hello, i've been experimenting with the gamedatafiles and started modifing some stuff with success. I've followed some tutorials on this forum. Now i wanted to allow the player to change his armor or scrolls while in combat. I can't find a way to do this, because I don't know where to look. I don't even know if it's possible. Anyone have an Idea? Thanks a lot.
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Hi, is there a way to get a list of the visual effects used in the game? For the abilities isn't a problem, I can check each ability and see the visual effect reference. But for other items, like the traps, there isn't a reference if you check their ability/attack. I'm interested to the "glyph" is put when placed, mainly for the priest's seals. Thanks
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Hello, Been playing pillars of eternity again to get ready for dead fire and am trying to figure out how to mod some things, mostly for fun. Have not been too successful yet though I think I have a basic grasp. I am trying to change the enchantments on the whispers of yenwood sword, mostly because I like its lore and want to use it with a build I am making. more role-playing than anything. I am trying to replace the positive constitution and negative will with attack speed and draining. I know this will be a little over strong but oh well. Can someone please help me do this ?
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Hi, I want to change the limit for the amount of custom adventurers you can hire (currently set to 8 in vanilla). I found the script that sets this value and I am able to read it with some free software that can decompile it, but I am unable to change the value and save or recompile the script to make the adjustment I want to make in game. Is this at all possible? If so, how do I do it? (PS: sorry if this is a noob question, I'm new to modding scripts)
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OK, I have found how to raise the level cap (very simple once someone shows you how) so my next challenge is to extend the various character class progression tables These live in ...\Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle in files like barbarianabilityprogressiontable.unity3d, chanterabilityprogressiontable.unity3d etc. How do I edit these files, or extract the tables, edit them, and recompile them? Thanks Chris
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Hi guys, Looking for replaying Skyrim now that I bought complete edition for cheap. I am looking into mod similiar to OOO for Oblivion - manually placed items, removed level scaling etc. Also if you can point out any 'must have' mods it would be nice as well. Just please state if they are compatible with any already mentioned ones. I dont want ton of mods but clean Skyrim is pretty boring. Any imersion improving ones are welcomed. I will dig through nexus but its so much stuff there so picking only good ones is really hard. I will welcome any suggestions (hey, even busty females are welco
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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)
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First @mods: Where is the modding section? Pillars of Eternity Quest editor Its here: https://xaratas.github.io/ Version 0.1: Works in FF 38 , *edit* does work in Chrome 43 but draws the lines wrong , *edit 2* tested IE 11 its totally not working What can version 0.1 do? * Load .quest and .conversation files and display parts (conditions, scripts) of them (other parts are not implemented) * Make the Structure in the xml files visible by drawing interconnections between the nodes. * Edit Comments and IDs (just to test the edit features of polymer, the underlying library)
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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 a
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So basically I'd like to try modding some of the textures in the game, but I'm having a hard time finding the assets. I already found weapon icons, meshes, and textures. They're located in Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle But I can't figure out where to find the files for armor textures, character basemeshes, monsters, etc. Anyone know? Post ITT if you have a modding related question, I guess, until we get a dedicated modding subforum.
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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.
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So the talk was the PoE will be moddable. I'm eagerly waiting for news on this. Tutorials. A modding sub-forum. My first order of buisness will be to make two-handed sword an average speed weapons. Because they were.
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I really enjoy the movement/command barks, but I find that there's too much voice acting in the dialogues. I prefer to read them at my own pace and with my own voices (a la Planescape: Torment). Also not too keen on some of the voice acting. Any way I could turn the dialogue voice work off while leaving the barks? Anyone made a mod to do something like this?