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  1. 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\PillarsOfEternityII_Data\ Inside the override folder (if this doesn't exist, create it) create a new folder, give it the name of your mod (E.g. Something like “Custom Voice”, “Zealous Voice”, something along those lines but it's really up to you). Inside this folder right-click and create a new notepad file. Give it the name of your mod and put .gamedatabundle (no .txt) at the end. Open it with Notepad (or your choice of code editor) and paste the following template: { "GameDataObjects": [{ "$type": "Game.GameData.SpeakerGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_1", "ID": "GUID_1", "Components": [{ "$type": "Game.GameData.SpeakerComponent, Assembly-CSharp", "Gender": "GENDER", "ChatterFile": "936c726d-d219-4771-80bb-83dd61c16cce", "ExternalChatterVOID": "00000000-0000-0000-0000-000000000000", "ChatterPrefix": "FILE_PREFIX", "WwiseChatterEventOverride": "", "WwiseChatterVoiceOverride": "" } ] }, { "$type": "Game.GameData.PlayerVoiceGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_2", "ID": "GUID_2", "Components": [{ "$type": "Game.GameData.PlayerVoiceComponent, Assembly-CSharp", "DisplayName": 465, "SpeakerReferenceID": "GUID_1", "Conditionals": { "Operator": 0, "Components": [] } } ] } ] } Change the following: DEBUG_NAME_1: change to something distinctive to your mod. This way if something isn't working, you can easily search for errors in the output.log. e.g. “DebugName”: “SPK_Player_Custom_F” GUID_1: Generate a GUID and paste it over GUID_1 (inside the quotes). e.g. "ID" : GENDER: Put Male or Female inside the quotes depending on which gender you want the voice to be available for. e.g. “Gender”: “Female” FILE_PREFIX: Change to something short, something easy to retype and remember. You will use this later as the name of the folder for your audio and as a prefix on all your audiofiles. Don't use spaces in the name. Use_underscores_ instead_to_separate_words. e.g. “ChatterPrefix”: “player_custom_f” DEBUG_NAME_2: same idea as DEBUG_NAME_1 but make sure they aren’t exactly the same. e.g. “DebugName”: “Voice_Custom_Female” GUID_2: Generate another different GUID and paste it over GUID_2 (inside the quotes). e.g. For “SpeakerReferenceID” paste the first GUID you generated over GUID_1 again. e.g. "SpeakerReferenceID": Finally: Make sure everything you've replaced still has quotes around it. Make sure there are no spaces inside of the “quotes”. Save your file. Your finished code should look something like this: Setting up your Audio files: Now go to: PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\ and create a new folder there naming it the same as what you have put in place of FILE_PREFIX. This is where all your audio files will go once they are converted to .wem and have the correct names. The naming of audio files goes like this: ch_FILE_PREFIX_USE_NODE.wem E.g. ch_player_custom_f_confirm_0025.wem , ch_player_custom_f_battlecry_0028.wem There are 121 audio files that'll make up this voice. I've attached a .txt file that contains all the file names. For your convenience use Find & Replace (crtl+h) to change all the lines with FILE_PREFIX to that of your ChatterPrefix. I would strongly suggest that you create a work files type folder for your project outside of the game's directory. And that you build your voice in stages, so as to avoid burning yourself out. The voice should still work if there are less than 121 files, but there will be silence for actions where there is no corresponding audio file or if there is additional line. E.g. if there is only one audio clip for when you clicking on the character there will be gaps in-between the character repeating that line. You can test the voice at any time by going into character creation, creating an adventurer at an Inn, or by opening the customization menu on an existing character. When loading it is worth clicking on your character a few times till they say something before going into the customization menu as voices don't always immediately load. Finishing touches: Create a mod manifest as described by BMac. The versions that support this mod should be: "Min" : "1.2.0.0017", "Max" : "5.0.0.0040" Currently your voice slot has the name “Test” when you look at it in game. Adding a piece of custom text to serve as your voice's name is a little finicky as it requires adding an entry to the gui.stringtable file. You can find some information on to do this in a few places. Once you have done this open up the .gamedatabundle file you made and replace 465 with the numbers that point to your text entry. Custom Voice Lines.txt
  2. Hello, as in the topic, is it possible to increase the number of summons, for example skeletons from 3 to 5? (I've already done it, everything works. How do i delete or mark post as complete?)
  3. 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)
  4. 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 handle? I know that I can just change the weapon model entirely, but I really wanted to preserve the blade on this weapon if possible. I am sure this is more complicated than a simple change in the gamedatabundle, but I am hoping that some of the awesome people in this forum might know how to do this. Thanks in advance!
  5. 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": [ { "$type": "Game.GameData.BaseProgressionTableAppendGameData, Assembly-CSharp", "DebugName": "Spirit_Lance", "ID": "5ec6e46a-4e3f-4f78-affe-0d7477d3b97f", "Components": [ { "$type": "Game.GameData.BaseProgressionTableAppendComponent, Assembly-CSharp", "BaseTableID": "12ba861c-8f31-45af-869f-e02a9a677484", "AbilityUnlocks": [ { "Note": "PL 1 Unlock - Spirit_Lance", "Category": "General", "UnlockStyle": "Unlock", "ActivationObject": "Self", "AddAbilityID": "e7e3c07f-2c88-41d1-9100-19e9a6486d61", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "ClassID": "acfd1303-4699-4939-91eb-6ac46d4af0bd", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [] }, "VisibilityConditional": { "Operator": 0, "Components": [] }, "IsMutuallyExclusiveUpgrade": "true" } } ] } ] } ] } Am i missing something obvious here?
  6. I see uabe can export .obj files and I did some modifications in blender, but I'm not sure what the next steps are to get the modified mesh back into the game? can anyone help or have ideas? Thank you!
  7. 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
  8. 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 mods. But they all concern statistics or cosmetics. Are there new quests mods and more important new location mods with maps and interiors and expansion on sailing routes, and introducing NPCs to do and say things? This game begs for equivalents of giant mods like TES's Skyrim has, such as Falksaar or Wyrmstooth where entire new maps are made by players who do voice acting. Again, as with roleplaying, I found no trace, no need expressed. These things make games literally immortal. Am I alone? Why is there no new location or quest mods? When will games be released on consoles, I suppose after DLCs, somewhere in 2019 maybe? Thank you in advance. Peace
  9. 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 current iteration (from the Fextralife Wiki): Successful melee weapon attacks (or Carnage Hits) add Spell Disruption to the target, causing wizard, priest, druid, cipher, or chanter spells to have a chance to fail when cast. Gain 25% passive Resistance against Spells. Cannot use Potions or Scrolls. Passive Spell Resistance affects Friendly and Hostile spells. A few issues come up with the Spell Disruption ability, mostly to do with positioning. Spellcasters don’t tend to cluster together often, which marginalizes some of the class’s passives like One Stands Alone and Carnage as well as its staple full attack (Barbaric Blow). Spell Disruption centers on stacks and chances, which makes it a bit too reactive for a Barbarian archetype and fails to do anything when the enemy caster decides to auto attack. Why wait for the enemy to cast a spell that might not fizzle when any number of interrupts could ensure the desired outcome? Likewise, the spell resistance is unwieldy: enemies might not always target your Mage Slayer with a spell but it’s a good guarantee you’ll want to include them in a good buff zone and heal them from time to time. I think the lockdown on scroll use is fine but disabling potion use is a bit off considering many Alchemy checks throughout the game treat the ability as herbalism or a natural science. If they’re to survive in isolation, Mage Slayers would probably know a thing or two about making basic poultices and antidotes. (Besides, weapons blessed by the gods or imbued with arcane powers are a-ok.) "Mage slayers are typically from isolated communities that have little exposure to academics of any sort and have a general distrust for magical arts. The exposure they do have is usually hostile, and mage slayers are trained to deal with them in the most efficient way possible. Swearing off the use of many magical devices, mage slayers inure themselves to magical effects to better fight spellcasters." Revised Mage Slayer: The Tear Down Bruiser Like its namesake suggests, the Mage Slayer is about taking down enemy casters, and while my revised version keeps this theme, it expands on the Barbarian’s strengths as a frontliner: rewarding the player for sticking to the fray or for venturing off to its favorite quarry. Not content with the mere destruction of mages and their ilk, the Mage Slayer’s specialty is stunting and destroying the essence of magic itself (including boons and spiritual aberrations). While it lacks the raw power of a Berserker (and the, uh, something, of the Corpse Eater and base Barbarian), the revised Mage Slayer is a subclass capable of negating a single target’s magical defenses and bursting them down while collapsing magic around them with every strike – with some magic defense thrown in for good measure. Since Mage Slayers have devoted their lives to snuffing out the mere mention of magic, they’ve spent less time training and perfecting their physique compared to their fellow Barbarians: a malus, which manifests while the character is put into a frenzied state. Mage Slayers are also a xenophobic sort, paranoid and dismissive toward magic and worldly ideas regardless of intention – they don’t venture well with others. At a glance: Changes to Frenzy (Active): Keeps Strong and action speed increase, removes Fit, adds Veil Piercing to attacks, adds suppress enemy beneficial effect on melee Crit; lowers maximum Health, Fortitude, and Deflection. Renamed Outliers Frenzy. Changes to Carnage (Passive): Reduces Carnage damage and increases base radius by 50%. Now adds enemy beneficial duration reduction to the effect. Renamed Spellbane Bedlam/Spellbane Collapse. Changes to Spell Resistance (Passive): Spell resistance only applies to hostile effects; lowered base resistance from 25% to 5% (scales with Power Level); added +5 Defenses versus spells (scales with Power Level). Renamed Spell-weathered. Removes Spell Disruption Removes disabled Potions Keeps disabled Scrolls Adds Enmity for The Profane (Passive): Disables the ability to multiclass with casters and Rogue Trickster (or significantly lowers the Power Level of spells). Adds Primitive Doubt (Passive): Reduces incoming healing and beneficial effect power/duration from other party members; effect is doubled when the Mage Slayer is Near Death. New/Changed Abilities (Details and Notes/Ideas): Outlier’s Frenzy (Active; replaces Frenzy; upgrades to Blood and Spirit paths as usual) Self Cost: 1 Rage Base Duration: 15s The Mage Slayer manifests their unquenchable rancor against magic and its practitioners by sacrificing physical prowess. User temporarily gains the Strong Inspiration, Veil Piercing to attacks, and an Action Speed bonus (+25%); and suffers penalties to max Health (-15%), Fortitude (-10), and Deflection (-10). Critical hits made with melee weapons while under the effects of Outlier’s Frenzy suspend enemy beneficial effects (4.0s base; increases by 1s per Power Level). Notes: Like Carnage, Spellbane Bedlam doesn’t affect the primary target so the suppression on-crit on Outlier’s Frenzy is there to fill in the gap and also incentivize the player to go after backline casters if need be. Veil Piercing gives an edge over Spirits and Wizards. The penalties to health and fortitude are there to represent the subclass’s training in taking down casters and its lack of expertise against martial combatants comparable to other Barbarians. In my mind, a Mage Slayer has more experience dodging a Shadowflame and chopping through a robe than defending a heavy blow, and in a frenzied state, would be even more susceptible to physical attacks. Also note that Spell-weathered offsets the fortitude and deflection losses by 5 versus spells. Spellbane Bedlam (Passive; Replaces Carnage) Ever vigilant against forsaken arts, Mage Slayers heighten their attacks to obliterate arcane energies, and can extend this talent to tearing down beneficial effects from all manner of foes. For every successful melee attack, the Mage Slayer reduces beneficial effects (4.0s base; scales .5s per Power Level) on all other enemies within a short distance of the target. More concerned with magic than mettle, the Mage Slayer deals less damage with Spellbane Bedlam than the Barbarian’s Carnage but in a wider area. (15% of hit damage down from 33%; increased base radius by 50%). Notes: Carnage’s damage is already pretty meh so I may remove it if possible. Beneficial effect reduction duration and radius will need to be tested. I might name this “Spellbane Collapse” instead. Spell-weathered (Passive; Replaces Mage Slayer’s Spell Resistance) Through frequent battles against arcane adversaries, the Mage Slayer can shrug off an occasional missile or hex: even amidst the thick of combat. Adds +5 to defenses and 5% resistance versus hostile spells (both scale at 1.2 points per Power Level). Notes: Simple buff, which replaces the current Mage Slayer’s random chance to resist harmful and beneficial spells in favor of a more consistent, party-friendly version. The defense bonus helps offset Outlier’s Frenzy’s Fortitude and Deflection penalties (versus spells). Penalties: Spellbane Bedlam and Outlier’s Frenzy both have a couple penalties to offset the benefits, but I’d like to add two more maluses: Enmity for The Profane Mage Slayers forbid the practice of magic – regardless of origin, be it wizardly, spiritual or psionic – and in their small communities, often oust any whose interest in the subject goes beyond its total ruination. Mage Slayer conclaves are known for burning magical tomes and scrolls in effigy: a ritual they hope will sear the Archmages’ souls. The Mage Slayer cannot *multiclass with Chanter, Cipher, Druid, Priest, Wizard or Trickster, and cannot use scrolls. *Or receives a hefty penalty to PL from those classes and spells, depending on which is easier to mod. Ranger is going to be tricky to figure out since it has a few spells. Primitive Doubt Be it through superstition or stubbornness, the Mage Slayer’s single-minded contempt for magic guides them forward: even on the tipping point toward Berath’s Wheel. The general perils of outlier life aside, it is rare for Mage Slayers to reach their elder years: many would rather succumb to a horrific (though honorable) death than be saved (or have their souls imprisoned) by supposed miracles. Incoming healing from other party members reduced by 25%; incoming beneficial effects from other party members reduced by 25%. These effects double if the Mage Slayer is Near Death. Notes: This is the other side to removing the Mage Slayer’s default spell resistance. Alternatively, I could try and impose a Power Level penalty on incoming beneficial effects made by Ciphers, Druids, Chanters, etc. I'll probably rename this "Primal Fear". [Mod Note:] Are either of these options possible? Thanks for taking the time to read this. I hope to get started this weekend.
  10. 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. Thnks in advance Void DispositionAddPoints(Guid, Guid) DispositionComponent ChangeStrengthComponent EDIT I found the StrenghtComponent, but an answer about scripts in ability components is always welcome EDIT 2 Something like that? Could it works? "Scripts": [{ "$type": "OEIFormats.FlowCharts.ScriptCallData, OEIFormats", "Data": { "FullName": "Void DispositionAddPoints(Guid, Guid)", "Parameters": ["c7d9588c-bc62-4c0c-a2e3-76a970e7b7d4", "54772c0d-cf3f-4589-8cab-9f3601d575c2"], "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }
  11. Here some prefab references from unity files Items,Characters,VFX https://mega.nz/#!LlhR0RLa!vvtYwkdiVIZNEGAPCD-FLaxV4oU1vqrsAphS0cLn4ic Projectiles https://mega.nz/#!vgpFWQgK!podjqxm8yH-A4hk-suRBbe6JQxuDjz9HPHA9StNBt4U Hope that it may be useful for all. If that isn't legit, remove it.
  12. 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.
  13. 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
  14. 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.
  15. 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 ?
  16. I created a staff from an old PnP DnD game. It was added to my inventory via console command and worked great the first time I used it. It has five spells that are all 1 use per day. When I rested the uses didn't reset. I am sure this is a simple thing but I can't figure it out as I am very new to the construction set. Any ideas how to fix this?
  17. 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) * Connect nodes via drag and drop * Reprint modified XML to the browser console (only the implemented parts, its currently not useable ingame) As this forum limits the time one can edit posts watch the end of the thread for updates. Suggestions, improvements, coding help: Be invited by posting here or fork https://github.com/Xaratas/PillarsOfEternity-Quest-Editor Documentation of the PoE quest system: http://pillarsofeternity.gamepedia.com/Modding Misses the documentation of useable function calls, help therefor is appreciated. Easiest way to obtain the functions is IL Spy, see the PoE Modding Framework setup guide.
  18. In one of the interviews they said they will aim for more user-friendly file formats that will allow to tweak different aspects of the game (I think they mentioned XML). Is there any further information on this available? I'm thinking about creating a tool for editing these files.
  19. 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
  20. 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 welcome xD) Thanks guys
  21. It would be nice for people to get together and share their knowledge and tricks.
  22. So I was wondering: new portraits is easy enough, but is it possible to add additional voice sets to the game? I will be fairly naked in my ambitions: what I want to do is add "female_fighter_3" from Icewind Dale to the game. That is more or less my favorite "protagonist voice" ever in a game like this (and more to the point, the game is strangely lacking in higher-register lady voices for protagonists/custom-mades in general). Seeing as how I own IWD, I could "construct" the sound-set myself if need be... if it's possible. Which is why I ask: is there any capacity for new voice sets in Pillars? Unlike the portraits, I didn't see any obvious place in PillarsOfEternity_Data to drop a new voice set. If it isn't currently possible, has the idea been discussed? I'd love to expand protag/custom-made character voice options a bit.
  23. 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)
  24. Good day everyone! This topic will be about the console and mods. Everyone here have most likely played a game where they have encountered a problem. The npc didn't give you the item, the door is did not get unlocked, the npc actor did not spawn, the trigger for the quest did not activate, you did not get moved to whatever zone and so on. So what i hope is that Obsidian will sit down and make a console that allow people to use commands to get around problems in case they happen. List of commands that should be in the game (with a few tweaks) Spawn NPC actor Spawn item Increase / decrease reputation Move all party members to zone + x,y Trigger script's -Quests -Start actor conversation -Traps -Unlock/lock -Specific events within quests and other encounters Experience, stats,skills, spells, god mode. Features: *If you have the console on then you can mouse over ANY object within the game to get information including the quest journal and get a list of the "important" triggers for it and the quests command line itself, if you mouse over the terrain you will see the zones name and x,y location. If you mouse over a npc you will see its script name also and so on (traps, chests) *Easy to use scrolling and smart function. If you start to write a command: /Spawnactor E Then if you scroll you should have a list of all the "actors" that start on the letter E Same with items and the commands themself you should be able to see and scroll to find the ones you want. Comments? Flames? More commands that might be important? Trolling? Cookies? Lets move on to "mods" We know that we will most likely not get any tools to help us make mods / content for the game. But i still have a thing that i hope Obsidian will think about when they make the game. What is that you might ask? Well most people here have most likely at some point used a "fanpatch" of some kind. What i hope that Obsidian will do is to make it "easier" for people to change, mod and fix problems within the game. They should have a good file structure that is easy to poke around with. It should be easy to "add" things to the game itself by having the game check a folder for any changes to the game (for example a place where you can add a fan patch). Comments? Flames? Anything else that should be added to make it easier? Trolling Cookies? So what do everyone think? Good? Bad? I do hope that Obsidian keep these things in mind as they work on the game to make it easier to fix, easier to make fan patches for and the ability to get around bugs that might happen. Thanks for taking your time to read!
  25. 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)
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