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[Tutorial] Modding Basic Concepts

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32 replies to this topic

#21
house2fly

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How would I create a new version of the Gipon Prudensco, with the same effects/enchantments of the Sharpshooter's Garb, and place it in a shop in Port Maje?

The short version is:
following peardox's first mod guide, create a new directory for your mod and a new .gamedatabundle file inside it.
In the game files, find Gipon Prudensco in items.gamedatabundle. Copy all the data into your gamedatabundle file.
Use the online UUID generator to replace the item ID (you can also just come up with a UUID yourself but don't use any letters after F)
Find the sharpshooter's garb in items.gamedatabundle. Copy everything in the square brackets after "ItemMods"- an itemmod is what the game calls an enchantment, or any property of an item.
Go back to your gamedatabundle and replace everything in the square brackets after "ItemMods" with what you just copied.

Voila, a new version of the Gipon Prudensco, with the same effects/enchantments of the Sharpshooter's Garb.
This doesn't include upgrades though. If you want to add those, search for the names of the enchantments you want in items.gamedatabundle, copy their IDs, and paste them into the ItemMods square brackets.

To add to a vendor, follow peardox's guide in the First Mod thread
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#22
Rolor

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Is it possible to remove stats scaling on a status effect?

 

I wanted to remove the way Deleterious Alacrity's DoT's dmg and duration respectively scale on might and intelligence, however I saw nothing about that in the status effect objects, so I infered that what stats affect which value is directly linked to the StatusEffectType property. There is a list of those types at the end of the statuseffects bundle, each with a datatype property, but I haven't found anything beyond this to help me.

 

Thanks.



#23
kilay

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Is it possible to remove stats scaling on a status effect?

 

I wanted to remove the way Deleterious Alacrity's DoT's dmg and duration respectively scale on might and intelligence, however I saw nothing about that in the status effect objects, so I infered that what stats affect which value is directly linked to the StatusEffectType property. There is a list of those types at the end of the statuseffects bundle, each with a datatype property, but I haven't found anything beyond this to help me.

 

Thanks.

 

No, cuz those effects doesn't have increased duration/healing/damage due a scaling mechanics, those bonuses are flat bonuses receveid from attributes that affect 'any' game mechanics (so any spell/ability)

Pillars_of_Eternity_II_Deadfire_Screensh


 


Edited by kilay, 13 August 2018 - 04:04 AM.


#24
Rolor

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Yet this still has to be defined somewhere, it doesn't come out of nowhere. Deflection and armor rating maluses from Exposing vulnerabilities are not set to scale/receive bonus from any stat, because those status effect types are not defined as such.



#25
peardox

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God, I'm doing a @kilay answer (soz mate)

Yep you can do the kinda thing you describe

 

I'd write a sample simply to defend my friend

 

NOT GONNA (I am intensely protective of the team, as they of me)

 

Hey guys - look @ the count (not me, this jerk)



#26
kilay

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Yet this still has to be defined somewhere, it doesn't come out of nowhere. Deflection and armor rating maluses from Exposing vulnerabilities are not set to scale/receive bonus from any stat, because those status effect types are not defined as such.

what you stated is not correct,  duration is again changed from intellect bonus, while AR is not related to any stats.
Btw i have already explained to you that this isn't doable cuz is a general mechanic of the game, so the only way might be remove all the bonuses from stats , but that for sure  will totally unbalance the most of the mechanics.

EDIT
and Exposing vulnerabilities is a  hostile ability hence the bonus of deflection has not been applied cuz it's a positive bonus for player's characters and not for hostile effect (enemy malus)

Pillars_of_Eternity_II_Deadfire_Screensh




 


Edited by kilay, 13 August 2018 - 02:27 PM.

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#27
Wodehouse_44

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N/M


Edited by Wodehouse_44, 14 August 2018 - 08:44 PM.


#28
Wodehouse_44

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How would I create a new version of the Gipon Prudensco, with the same effects/enchantments of the Sharpshooter's Garb, and place it in a shop in Port Maje?

The short version is:
following peardox's first mod guide, create a new directory for your mod and a new .gamedatabundle file inside it.
In the game files, find Gipon Prudensco in items.gamedatabundle. Copy all the data into your gamedatabundle file.
Use the online UUID generator to replace the item ID (you can also just come up with a UUID yourself but don't use any letters after F)
Find the sharpshooter's garb in items.gamedatabundle. Copy everything in the square brackets after "ItemMods"- an itemmod is what the game calls an enchantment, or any property of an item.
Go back to your gamedatabundle and replace everything in the square brackets after "ItemMods" with what you just copied.

Voila, a new version of the Gipon Prudensco, with the same effects/enchantments of the Sharpshooter's Garb.
This doesn't include upgrades though. If you want to add those, search for the names of the enchantments you want in items.gamedatabundle, copy their IDs, and paste them into the ItemMods square brackets.

To add to a vendor, follow peardox's guide in the First Mod thread

 

So the upgrades are separate from those mods I copied? How do I find the same upgrades too?



#29
house2fly

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Find the name of the upgrades and search for them in the items.gamedatabundle. You should find itemmods with matching names. Just copy their IDs and paste into the square brackets after "ItemMods" on your item, good to go.

If you can't find the names of the upgrades then search in the items.gamedatabundle for:

"CanModifySpecificItemIDs": ["459a084e

There will be three results. A little under the above line each time you'll see "ItemModsToAddIDs". Copy the UUID after that and paste it into your item, all done
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#30
Wodehouse_44

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N/M


Edited by Wodehouse_44, 15 August 2018 - 06:15 PM.


#31
house2fly

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What size are the "s" small icons for crew members? They're in the gui/icons/items/crew/ folder which I can't see



#32
BMac

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They're the same as the other small item icons - 42x42.



#33
peardox

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If I stick something in override/<mymod>/gui/portraits/player/(fe)male what's the load order?

 

Basically I know thru exprerimentation that this stuff works but when I try to change the image things are less logical

 

So - we load base data, published mods that include gui elements then override

 

I'm using 33/111 as my PC, then as a test I duplicated + renamed all the files for a mod test resulting in 222 selectable images

 

I expected 33 dupe to appear at 144 (if my assumption on  load was correct) - it didn't

 

Are the images sorted by filename, perhaps? If so I'll simply give them very low numbers so they appear at the start.

 

I'll do a proper test on this tomoz and step thru every image to work the order out but can't be sure these will always be the rules

 

To explain this project will allow you to take a selfie and change you portrait to yourself

 

I'm also looking at using AI to apply style (like Prisma) to the selfie. This DOES cost me cash though so I will need to charge a small amount to cover my costs (really cheap)

 

I also plan to mod it so you can selfie the family and make them your companions :)

 

Been working on this for ages as the companies I'm working with are slow to respond







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