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Found 56 results

  1. I have made a little mod many people have requested. The title should say it already. https://github.com/Fhav6X/Stronghold-turns-to-days-Mod-Sttd-/releases/tag/1.2 also now on nexus mods https://www.nexusmods.com/pillarsofeternity/mods/194 Stronghold turns to days is now on v 1.2 (final version). for version 3.7.0.1318 of Pillars of Eternity What does it do? - This mod switches the turn based taxing, adventure spawn and ingredients spawn to day based. - I kept "visitor killed" events turn based for logical reason. - Anything else (Attacks, Visitors) have been day based from the start. Taxing is now every 5 days and ingredients spawn every 24 hour. Adventures spawn roughly every 8 to 16 days. Determination of Adventure type is set about 10 days before adventure spawns. Now all adventures take ONE turn to complete, despite of negative numbers shown in the description. (Reason is in post below) To install it, follow the readme in the archive Modification was done with dnSpy. I also have to point out this assembly-csharp.dll is not written by me. I just modified it. The code is property of obsidian. Here are the links to sttd + my new mod "level and ability cap increaser (LACI)" https://github.com/Fhav6X/Stronghold-turns-to-days-Mod-Sttd-/releases/tag/1Sttd%2BLACI and https://www.nexusmods.com/pillarsofeternity/mods/194
  2. After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
  3. Hi, I am currently working on a custom voice set mod, and wondering if anyone could give me some clarification on some things: Why does each voice set have different numbering conventions? (****y: "_ability_cast_0092", Feisty: "_ability_cast_0088", Kind: "_ability_cast_0102")? What do the _v1, _v2, _v3, (attack_40001_v2 for example) files do? Based on their corresponding text strings in chp_common.stringtable I'm assuming they are alternate takes or maybe different parts of the same sequence broken up? What action does _investigate_4001* correspond to? It isn't very clear from entry in chp_common.stringtable what the character is doing only that they'll say: "_investigate_40010" = "Hm?" and "_investigate_40011" = "Huh?". Am I correct that the chatter.chatterbundle file is how the game handles both what files to look for in the folder and how they are used ingame? eg. how long a certain clip should be, when it will be played, how frequently it will be played, that sort of thing. What purpose do the generic_spell_cast*_7000* files serve? Any help would be very much appreciated. Thanks.
  4. Hello. I am creating some crew members for my playthrough, and with the master and legendary crew members being available but being just regular (with no previous npc content) I want to make my custom crew (imaginarly developed characters) be able to reach these ranks q1. Does anyone have any idea of how to change the crew member’s limit of ranks that can be earned? Is set to 4, I want to change it to 5 (or 6 if q2 is answered) q2. How do I change the experience needed to earn ranks? Thanks!
  5. Ok, let's face it. The translation is the same mess again. So we will build a new repo and a new patch on Nexusmods. First version is on nexus. Next will follow soon. Oh and @Cdiaz or @Aarik could you please pin this thread this time? Repository is here: https://github.com/AurelioSilver/pillarsofeternity-2-german-patch Nexus Page: https://www.nexusmods.com/pillarsofeternity2/mods/5/ Für alle Mithelfer habe ich hier mal die großen Aufgaben aufgelistet. Einiges ging sehr gut automatisiert, anderes braucht mehr Handarbeit. https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/issues/20 Außerdem: In der items.stringtable fehlen bei den langen Buchtexten allerhand enden, das müsste aus der PoE 1 version kopiert werden. Mit dem Javacode aus dem Repository https://github.com/Xaratas/pillarsofeternity-2-german-patch/tree/tools im translation_helper Ordner (und etwas Anpassung an den Pfaden) kann man sie finden (oder mit jedem anderem Tool das gerade zur Hand ist.)
  6. This mod, as the name implies, allows you to tint godlikes. It also adds some more head options to those. https://www.nexusmods.com/pillarsofeternity2/mods/325 This mod is somewhat special, so you have to read the installation instructions carefully! Installation: 1. Extract the files into your "Pillars of Eternity II Deadfire" main folder (the one with the exe). You should now have two new files (RUN_FIRST!!!.exe and Tint_God_Mod.exe) in your main folder and a folder called "Tint God" inside your override folder. 2. Now run "RUN_FIRST!!!.exe" as the file says ;). Select the "Pillars of Eternity II Deadfire" main folder (the one with the game.exe) and let the patch work. You have to run "RUN_FIRST!!!.exe" every time you install the mod!!! 3. After "RUN_FIRST!!!.exe" is finished and everything was successful, run "Tint_God_Mod.exe". Again select the "Pillars of Eternity II Deadfire" main folder (the one with the game.exe) when prompted and let the patch work. After that is finished, you can start the game and should be able to tint godlikes. 4. This mod creates big backup files in "\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\assetbundles". If everything works as intended you can safely delete those backups. Compatibility: ATTENTION! This mod IS NOT compatible with Kilay's great "CC more colors" mod. You have to disable it. However, I have tried to include some of its features into this mod. This mod is halfway compatible with game patches or mods, which alter assetbundles. If a patch makes changes to "charactershd.unity3d", "characters.unity3d", "items.unity3d" or "character_headandskin_hd.unity3d" it will throw up errors for this assetbundles. The only consistent way to deal with that, is to reinstall the game, patch it and then reapply the mod, so long as no "new content" is added by a patch (new DLC releases or features like turn based mode). In that case an updated installer will be provided on the mod's nexus site. In case of other mods for assetbundles, you are safe so long those mods don't change anything about godlikes or the manifest files inside the assetbundles. Known issues: I: At game loading the characters in the Inventory screen have no body textures. S: This happens because of the game's loading priority for mods from the override folder. Just equip/unequip some armor to solve it. I: The aumaua, elf, dwraf and orlan variants of godlikes have odd or different tinting. S: That is a problem how the unity engine "generates" those races from the human raw model. I don't have a solution for this problem, yet. The human version of the godlikes should work. I: Godlikes can't be tinted. S: You either have not run "RUN_FIRST!!!.exe" or it didn't work. Restore the backups or better reinstall the game and then follow the installation instructions.
  7. Link to Edér Black Jacket Subclass Mod on Nexus Mods: https://www.nexusmods.com/pillarsofeternity2/mods/302/ Link to Pistol Modal Mod on Nexus Mods: https://www.nexusmods.com/pillarsofeternity2/mods/309 Link to Edér Black Jacket Subclass + Pistol Modal Mod on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1662064117 (old, bundled version) New version 1.1 updated 13th March 2019, changelog in new post below and at Nexus Mod page First mod I have published, should work with Pillars of Eternity II: Deadfire version 4.1.2. If you have problems or find bugs with this, please let me know. The mod should work if you enable it and start a new game and choose Edér as Swashbuckler for your party. Compatibility with other mods is not tested. Mod files are separated by function if you are interested in customizing further or sneaking a peek. This mod is made with Turn Based mode in mind, and includes along with the Black Jacket subclass added for Edér a change to the Pistol Weapon Proficiency Modal, now called Fast Draw. The Pistol modal is next to useless in Turn Based Mode, which is why the change is included. Read below for descriptions. Created to be played with the Turn Based Mode (Version 4.1.2. at time of Mod Creation, February 21st 2019). Should work with fresh new start games. Please report bugs and errors and give comments and suggestions! Thank you. Edér as Swashbuckler gains Black Jacket Fighter subclass. Pistol Weapon Proficiency Modal Modified; Fast Draw (-50% Reload Initiative, +10 Acc vs Targets < 3 meters Range, -10 Acc vs Targets > 5 meters Range.) Starting with Escape as Level 1 Rogue ability instead of Crippling Strike. Sabre and Pistol Weapon Proficiencies (Fast Draw), instead Medium Shield Proficiency. Starting gear Sabre and Pistol, ditching War Bow and Medium Round Shield. - Edér gains Black Jacket subclass for his Swashbuckler (Fighter + Rogue) - Black Jacket is a Fighter sub class, that gets +1 Weapon Sets and can swap between Weapon Sets freely but has weaker Constant Recovery passive healing skill - Edér gets a Sabre and Pistol after you recruit him into your party - Edér has Escape as his Rogue Level 1 skill instead of Crippling Strike - Edér has Sabre and Pistol Weapon Proficiencies and no longer Medium Shield proficiency - Pistol Proficiency has been tweaked to be more interesting for Turn Based Mode as of 4.1.2. - Changed Pistol Proficiency Rushed Reload, -50% Reload Initiative, -15 Accuracy to Fast Draw Fast Draw [Pistol Weapon Modal] -10 Ranged Accuracy against targets farther than 5 meters with Pistols. +10 Ranged Accuracy against targets closer than 3 meters with Pistols. -50% Weapon Reload Initiative with Pistols. Drawing the pistol with haste, gain close range Accuracy at the cost of long range Accuracy. Reload Initiative is halved.
  8. Hey everyone I made a mod that includes all the custom subclasses I made into one package and introduces the Priest of Ondra subclass.  This mod adds three new priest subclasses to the game. The priest of Abydon, Hylea and Ondra. All come with unique abilities, progression tables and playstyle. The Priest of Hylea Custom Subclass: 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. 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 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. The Priest of Abydon Custom Subclass: The Priest of Abydon focuses on defense and uses a variety of transmutation and earth like abilities. 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 (Passive) 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 Priest of Ondra Custom Subclass: The Priest of Ondra is a a balanced caster, summoner and fighter. The priest specializes in buffs, healing effects and volatile watershaping. Description: Goddess of Oceans, forgotten things, loss, relentlessness, and mourning. Said to have once fallen in love with the moon, and to have tried to draw it near, with catastrophic consequences. People bring tokens to her temples of things they wish to forget, and her clergy sees the tokens cast into the sea. Her priests draw upon the lost memories of the Salt Well and the monastic practices of the Abbey of the Fallen Moon monks. (Favored Dispositions: Passionate and Aggressive, Disfavored Dispositions: Stoic and Diplomatic) The priest gains spells that correspond to Hylea when they reach a new power level. Ondra's Whip Moon's Light, Spiritual Weapon: Fists of the Low Tide Monks, they add freeze damage, scale, and can cause destructive water crush Aoe when causing a critical hit. Fragment of Ionni Brathr: Lesser Ninagauth's Freezing Pillar Overwhelming Wave Ocean Burst Cleansing Waters: heal Aoe, grants Strong Inspiration to allies Memories of the High Tide Monks: summons two Ice Clones Memories of Sen Beläfa: Symbol of Ondra, Adds to defences and suppresses afflictions for an extended amount of time Memories of the Tidebringer: Minor avatar that adds bonuses and lightning dmg to melee strikes, Memories of the White Crest Knight: Summons the legendary armor from PoEI and the Forgotten Tear of the Beloved, adds abilities that are associated with these weapons, can be cast once per encounter Download my mod here: https://www.nexusmods.com/pillarsofeternity2/mods/159
  9. I made this mod a bit ago, but I thought I would share it here as well. You can download it here.
  10. 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
  11. 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
  12. 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.
  13. 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
  14. 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
  15. 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?
  16. 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.
  17. 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.
  18. 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"
  19. 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
  20. 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
  21. 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.
  22. 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)
  23. 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.
  24. 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.
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