wih Posted May 18, 2018 Posted May 18, 2018 PoE 2 has this combat slider that enables more combat speed settings. I used the slider just once - to set it to the slowest possible speed. I'm loving this slow combat. I have time to read the log and understand what is happening without as much pausing. Is there some modifier somewhere in PoE 1 files that I can edit to make the combat speed permanently slow? Or some other method? Anything?
Fhav6X Posted May 20, 2018 Posted May 20, 2018 You have to download dnSpy (google it) and edit the assambly-csharp.dll in "main_game_folder\PillarsOfEternity_data\Managed" with it. - In dnSpy search for "NormalTime". It is under Timecontroll. - It should be "public float NormalTime = 1f;" - Right-click on it and chose "Edit Class (C#)". A Window should pop up. - Now change "1f" to, for example, 0.5f for half speed. - Click on compile and then save the changes. 1
wih Posted May 21, 2018 Author Posted May 21, 2018 (edited) Awesome! Thank you very much. It turns out that these specific constants don't work. They are probably leftovers from previous versions of the game. I edited SlowTime, NormalTime and FastTime constants but nothing changed in game. I think that is because of this new feature that changes to slow combat speed depending on the number of enemies. However, there is a method UpdateTimeScale that gets called a lot. I modified it directly, changing the line Time.timeScale = this.TimeScale; to Time.timeScale = 0.1f; Now everyting in the game moves veeeery slow - in and out of combat. So it can be done in principle. I am still investigating, because I want to achieve very slow speed only when in combat. Thanks again! Edited May 21, 2018 by wih
wih Posted May 21, 2018 Author Posted May 21, 2018 This does the trick. Instead of just: Time.timeScale = this.TimeScale; I now have: if (GameState.InCombat) { Time.timeScale = 0.1f; return; } Time.timeScale = this.TimeScale; Works beautifully. As soon as the battle starts, everything becomes much slower than the usual slow speed. The difference between 0.2f (the standard slow speed) and 0.1f is very large. I have time to observe all of the action and I now realize that I have never seen most of the battle animations. 2
Tin Posted June 17, 2018 Posted June 17, 2018 This does the trick. Instead of just: Time.timeScale = this.TimeScale; I now have: if (GameState.InCombat) { Time.timeScale = 0.1f; return; } Time.timeScale = this.TimeScale; Works beautifully. As soon as the battle starts, everything becomes much slower than the usual slow speed. The difference between 0.2f (the standard slow speed) and 0.1f is very large. I have time to observe all of the action and I now realize that I have never seen most of the battle animations. I tried to run dnSpy but without luck. Cause of the .net framework. And after half day spent on futile attempts to update it to 4.7 on Win. I tried in linux, but in linux utility i cant find proper string. It doesn't have same strings you talk about. Only similar but i cant edit them ...i guess my utility doesnt have that editing capability And since i am not a programer i am absolutely lost. ( Would you be please willing to upload your modified file with this low speed of "slow mo" ? Pretty please
wih Posted June 17, 2018 Author Posted June 17, 2018 Sure. This is a link to the modified file. It is from PoE version 3.07 - make sure you are running this version. https://dl.dropboxusercontent.com/s/aro617dlsdseyu8/Assembly-CSharp_3.07.rar?dl=0 Once in combat the slow mo kicks in immediately. You cannot change the speed while in combat. Additionally I modified the file such that the game returns to normal speed after the enemies are dead even though it is still in combat mode. 1
Tin Posted June 17, 2018 Posted June 17, 2018 Oh my this is so great. Thank you so very much. Its way more fun to play like this. Even my laptop stopped overheating. Normally combat looks chaotic. But now i can watch every spell leave casters hands, ever swing of a weapon connect. Awesome. Shame this wasn't in stock game. It changes so much in how you play. Thank you once more. 1
Sergiy Posted October 11, 2020 Posted October 11, 2020 When I use your On 6/17/2018 at 3:16 PM, wih said: Sure. This is a link to the modified file. It is from PoE version 3.07 - make sure you are running this version. https://dl.dropboxusercontent.com/s/aro617dlsdseyu8/Assembly-CSharp_3.07.rar?dl=0 Once in combat the slow mo kicks in immediately. You cannot change the speed while in combat. Additionally I modified the file such that the game returns to normal speed after the enemies are dead even though it is still in combat mode. Why would you disable the possibility of changing the speed during combat? It's not always a good idea to have a very slow combat (with that edits the combat is even slower, so when there 1-2 enemies left it's just a waste of time)
wih Posted October 12, 2020 Author Posted October 12, 2020 (edited) 15 hours ago, Sergiy said: When I use your Why would you disable the possibility of changing the speed during combat? It's not always a good idea to have a very slow combat (with that edits the combat is even slower, so when there 1-2 enemies left it's just a waste of time) It wasn't my goal to disable it. This is just how I managed to achieve the slow-mo. It is just a dirty hack, nothing more. Edited October 12, 2020 by wih
Butifarra Posted March 10, 2023 Posted March 10, 2023 On 5/21/2018 at 12:58 PM, wih said: This does the trick. Instead of just: Time.timeScale = this.TimeScale; I now have: if (GameState.InCombat) { Time.timeScale = 0.1f; return; } Time.timeScale = this.TimeScale; Works beautifully. As soon as the battle starts, everything becomes much slower than the usual slow speed. The difference between 0.2f (the standard slow speed) and 0.1f is very large. I have time to observe all of the action and I now realize that I have never seen most of the battle animations. I wanted to change the fast mode speed and this pointed me in the right direction, in the TimeControllet class I changed every instance of this.FastTime to 5f (for 5x the speed), working good so far, and it only changes the behavior while in fast mode 1
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