crispy Posted May 20, 2018 Share Posted May 20, 2018 (edited) I would like Aloths idle pose on my main watcher character, but have not been able to find anything related to these poses in the gamedatabundle files. Any ideas? EDIT: literally 10 seconds after posting this, I found it in characters.gamedatabundle. For people who want to replicate this, search for "Companion_Aloth_Personality" and set "AvailableInCharacterCreation" to true. Edited May 20, 2018 by crispy 5 Link to comment Share on other sites More sharing options...
kelticfury Posted May 21, 2018 Share Posted May 21, 2018 Yeah, but did you find a way for the watcher to pull out the grimoire rather than empty handed during that animation? Link to comment Share on other sites More sharing options...
crispy Posted May 21, 2018 Author Share Posted May 21, 2018 Yeah, but did you find a way for the watcher to pull out the grimoire rather than empty handed during that animation? In "characters.gamedatabundle", under "Player_New_Game", changing PropsIDs to "PropsIDs": ["6aecd067-2767-46e4-9c2f-f78692f84fb8"] seems to make it work for new characters. I dont know how to make it work for existing characters though. 1 Link to comment Share on other sites More sharing options...
kelticfury Posted May 21, 2018 Share Posted May 21, 2018 You are a genius my friend. 2 Link to comment Share on other sites More sharing options...
CENIC Posted June 8, 2018 Share Posted June 8, 2018 I want to give the new "Energetic" personality to Rekke, but I can't find it in characters.gamedatabundle to get the ID? Aloth massages his temples, shaking his head. Link to comment Share on other sites More sharing options...
BMac Posted June 8, 2018 Share Posted June 8, 2018 Since Energetic is from a DLC, its vanilla data appears in a bundle in a different folder (PillarsOfEternityII_Data/laxb_exported in this case). 3 Link to comment Share on other sites More sharing options...
CENIC Posted June 9, 2018 Share Posted June 9, 2018 I found it and replaced Rekke's default personality with it, but when I load an older save his idle has not changed. I have a new save and I'm going to recruit him ASAP to see if this edit is just not retroactive. Aloth massages his temples, shaking his head. Link to comment Share on other sites More sharing options...
Porcelyn Posted June 9, 2018 Share Posted June 9, 2018 How do I open characters.gamedatabundle? I don't seem to have the right program. Atsura, the intelligent Psychopath of my dreams. I like my elves grumpy and my godlike fishy! And my Rekke romancable! Link to comment Share on other sites More sharing options...
CENIC Posted June 9, 2018 Share Posted June 9, 2018 How do I open characters.gamedatabundle? I don't seem to have the right program.You can open it with Notepad. It might not give you the "open with" option right away and you'll have to choose Notepad from a list of programs. Aloth massages his temples, shaking his head. Link to comment Share on other sites More sharing options...
Porcelyn Posted June 9, 2018 Share Posted June 9, 2018 Oh okay. I wasn't sure notepad was the right one since it opens as a jumble not in lines like stringstables. Atsura, the intelligent Psychopath of my dreams. I like my elves grumpy and my godlike fishy! And my Rekke romancable! Link to comment Share on other sites More sharing options...
CENIC Posted June 9, 2018 Share Posted June 9, 2018 Oh okay. I wasn't sure notepad was the right one since it opens as a jumble not in lines like stringstables. I copy and paste the jumble into this to make it easier to work with: http://jsonviewer.stack.hu/ Aloth massages his temples, shaking his head. Link to comment Share on other sites More sharing options...
bell88 Posted September 30, 2018 Share Posted September 30, 2018 Referring to the previous posts on making Aloth's idle available to the player. What are the PropsIDs values needed to make Maia and Tekehu's idles appear correctly? In more detail - I know how to make them available in character creation but as with the invisible Aloth grimoire, Maia's dust sprinkle animation and Tekehu's fish don't appear correctly without these IDs. Is there somewhere we can look this information up? Thanks very much Link to comment Share on other sites More sharing options...
house2fly Posted October 1, 2018 Share Posted October 1, 2018 In characters.gamedatebundle look for companion_[insert name here], propid should be at the bottom of their entry. Looks like for Maia: "PropsIDs": ["7c11791e-6670-4cc5-9b44-fb6ddb347d6c"] And Tekehu: "PropsIDs": ["db089155-a085-4597-ac9b-680cf68ef03b"] Link to comment Share on other sites More sharing options...
bell88 Posted October 1, 2018 Share Posted October 1, 2018 Thanks so much for the help Really appreciate this. Do you have any insight as to why this only seems to work in character creation? You can't get these idles working correctly mid-game (or seemingly also for hired adventurers created in the tavern - maybe for the same reasons). Link to comment Share on other sites More sharing options...
Fhav6X Posted October 2, 2018 Share Posted October 2, 2018 Thanks so much for the help Really appreciate this. Do you have any insight as to why this only seems to work in character creation? You can't get these idles working correctly mid-game (or seemingly also for hired adventurers created in the tavern - maybe for the same reasons). Think of the characters.gamedatebundle as a raw blueprint for a npc/pc. After a npc/pc is generated in game, many of the character variables are stored in the save file and recalled from there. Changing the blueprint won't change, what is already created. You would need a save editor like eternity keeper, but for poe2, to change those. 2 Link to comment Share on other sites More sharing options...
bell88 Posted October 2, 2018 Share Posted October 2, 2018 Interesting! Thanks for this - makes sense. Link to comment Share on other sites More sharing options...
Jflaa Posted January 29, 2019 Share Posted January 29, 2019 Sorry to necro this thread, but has anyone figured out how to add PropsIDs to a customer adventurer from the inn? Player_New_Game does not seem to work for that. 1 Link to comment Share on other sites More sharing options...
wheelotime42 Posted February 28, 2019 Share Posted February 28, 2019 (edited) I'm still trying to figure out how to do this with Eder's pipe smoking. It doesn't appear to be strictly the pose itself, I've tried enabling that, and while my character does the same hand-on-the-hip pose, I never saw him actually start to smoke a pipe even after 20+ minutes. I'm thinking maybe it's tied to the PersonalityID and the AnimationAudioEventListID? I've tried copying those over to Player_New_Game (of course, along with the PropsID to actually get the pipe in the there, like OP suggested with Aloth's grimoire), but I'm still not seeing the character animation after sitting around for another 20+ minutes with Eder on the beach. Haven't tried both of those in combination with the pose though, that's gonna be my next shot, but I'm not exactly hopeful. I know this is a thread about Aloth's poses, but has anyone been able to get Eder's pipe smoking successfully mapped to the player character? **edit** Despite my negative attitude when I wrote this earlier, it looks like Eder's pipe smoking idle animation is indeed a combination of those 4 different parts: AvailableInCharacterCreation PersonalityID AnimationAudioEventListID PropsID You have to set the first one from 'false' to 'true' just like the original post suggests, but that alone won't proc the smoking animation. Copying over the other three from Eder's line into the Player_New_Game line, and starting a new game got me the pipe animation though! Very excite. For convenience, if anyone in a similar boat as me stumbles upon this post, here's the exact values I used: <on the Companion_Eder_Personality line> "AvailableInCharacterCreation":"true" -------------------------------------------------------------------------------------------------- <on the Player_New_Game line> "PersonalityID":"414cb4f8-afb6-44da-9976-b6934922e00e" "AnimationAudioEventListID":"5030c1d9-d4a6-4dd2-973e-f5b41ec9a183" "PropsIDs":["edbf0224-832f-419f-901a-81e20814f66d"]}]} Enjoy having your character puff along with Eder, and toke on everyone! Edited February 28, 2019 by wheelotime42 2 Link to comment Share on other sites More sharing options...
Lucidbro Posted November 18, 2019 Share Posted November 18, 2019 Can someone explain to me in a bit more detail how to change the pose of companions? I've tried replacing the "PersonalityID" numbers in characters.gamedatabundle with the ones I want, but that alone doesn't seem to work. Would be much appreciated. Link to comment Share on other sites More sharing options...
Kvellen Posted December 7, 2019 Share Posted December 7, 2019 (edited) On 11/18/2019 at 9:01 PM, Lucidbro said: Can someone explain to me in a bit more detail how to change the pose of companions? I've tried replacing the "PersonalityID" numbers in characters.gamedatabundle with the ones I want, but that alone doesn't seem to work. Would be much appreciated. If you haven't recruited them yet: Spoiler 1. As with any mods, start by creating a new text file, name it something like CompanionPoseSwap.gamedatabundle. The name of the file doesn't matter just so long as it has the .gamedatabundle extension (no ".txt" at the end) open it with notepad (or your preferred choice of code editor) and paste the following: { "GameDataObjects":[ (PASTE OBJECT HERE) ] } 2. Search characters.gamedatabundle for the block of code relating to the companion whose pose you want to change, this will be the first entry for "Companion_Name" or "Sidekick_Name" (e.g. "Companion_Eder" or "Sidekick_Fessina"). Spoiler Looks like this: 3. Copy all the code that relates to the companion and paste it over (PASTE OBJECT HERE) in your mod file. 4. Look for the pose you want to use, these are named like "Word_Personality" (e.g. "Stoic_Personality", "Hunched_Personality"). Copy the GUID (numbers) on the "ID": line and paste it over the GUID on the "PersonalityID": line. Save the changes to your mod file, put it in a new folder and then place that in the "override" folder located in PillarsOfEternityII_Data. If it is the first time you have met the companion they will have the pose your mod has assigned them. However if you have already recruited them, as @Fhav6X explained above, the companion's data is now stored on the save file. So making changes to the "PersonalityID": in the characters.gamedatabundle, won't affect them. You will instead have to use the method described below. If you have already recruited them: Spoiler 1. Start by creating a new text file, name it something like CompanionPoseSwap.gamedatabundle. The name of the file doesn't matter just so long as it has the .gamedatabundle extension (no ".txt" at the end) open it with notepad (or your preferred choice of code editor) and paste the following: { "GameDataObjects":[ (PASTE OBJECT HERE) ] } 2. Search characters.gamedatabundle for the personality of the companion you want to change, it'll have a name something like "Companion_Name_Personality" (e.g. "Companion_Eder_Personality" or "Sidekick_Fessina_Personality"). Spoiler Looks like this: 3. Copy & paste it over (PASTE OBJECT HERE) in the text file you created file. 4. Search for the personality you'd like to use to replace it, if it is player specific one the name will be something like "Word_Personality" (e.g. "Stoic_Personality"). 5. Copy just the number on the "Value": line and paste it over the one in your text file. 6. Now save your modded file, put it in a new folder and then place it in the "override" folder located in PillarsOfEternityII_Data. When you open the game the companion should now be using the pose that you've assigned them in your mod. Konstanten (Energetic), Ydwin (Erudite), and Rekke (Average) are all a little fiddly to change if they are already in your party. By default they use player personalities instead of personalities dedicated to them. Currently trying to figure out a workaround that keeps the personalities intact for the player character to use. Hope this helps, let me know if you have any questions. Edited December 10, 2019 by Kvellen Forgot to attach example picture. 1 Link to comment Share on other sites More sharing options...
Kvellen Posted December 10, 2019 Share Posted December 10, 2019 (edited) Right using these should allow for simple changing of the poses of Rekke, Ydwin and Konstanten. This avoids the issue of removing pose options from the player, simply by creating an extra copy that the player character and adventurers use. Though if the player character or adventurer is currently using the Average (The Default Pose), Energetic, or Erudite poses you'll have to reselect it though the ingame customisation menu for the correct idle animation to play. Konstanten: KonstantenWorkAround.gamedatabundle Ywdwin: YdwinWorkAround.gamedatabundle Rekke: RekkeWorkAround.gamedatabundle Rekke's has a lot more code as there are several characters who use the Average pose. All I've done is change the "PersonalityID" of these characters, which should work since none of them are (from what I can tell) stored on the savefile. Edited December 10, 2019 by Kvellen 1 Link to comment Share on other sites More sharing options...
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