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Trying to increase summon duration


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Hey there,

 

I'm working on my first mod. I want to increase the duration of summons. I just need to know if I'm on the right track.

 

I've looked through abilities.gamedatabundle and found this entry (for summoning a phantom):

{
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "But_Reny_Darets_Ghost_Beckoner",
			"ID": "b1a11c5c-3412-486c-8b39-4e0a50d23086",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["c6c7bce3-e562-46f6-bb36-4867a4d2f2be", "e57043d7-547f-452e-a678-0e2e48f886f2"],
					"DisplayName": 649,
					"Description": 789,
					"UpgradeDescriptions": [{
							"String": 4371
						}
					],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_phantom.png",
					"UsageType": "ClassAccruedResource",
					"UsageValue": 3,
					"AbilityClass": "Chanter",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "33deb1d9-b37b-423f-8412-ba0c477d266b",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "10c5979b-3fb2-43ae-84e9-d7201204117c"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		}, {
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "If_Their_Bones_Sleep",
			"ID": "0b6fe527-9b0e-49ad-84a5-08f2e7d0e678",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["c6c7bce3-e562-46f6-bb36-4867a4d2f2be", "e57043d7-547f-452e-a678-0e2e48f886f2"],
					"DisplayName": 652,
					"Description": 795,
					"UpgradeDescriptions": [],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_skeletons.png",
					"UsageType": "ClassAccruedResource",
					"UsageValue": 3,
					"AbilityClass": "Chanter",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "49623249-099d-4596-bf55-afe19a67b6b4",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "14b543b2-1a82-4bf7-a6a2-97aa8c90b2b5"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		},

There is an entry that says "DurationOverride": 0,

 

I'm wondering if I change that 0 to something like 6, if it will increase the duration of my summons. Or am I completely off track?

 

If so, then there is another entry (under PowerLevelScaling) that says "DurationAdjustment": 1,

 

Would changing that number have the desired effect?

 

Thanks for any and all advice (I'm very new to this).

 

 

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Hey there,

 

I'm working on my first mod. I want to increase the duration of summons. I just need to know if I'm on the right track.

 

I've looked through abilities.gamedatabundle and found this entry (for summoning a phantom):

{
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "But_Reny_Darets_Ghost_Beckoner",
			"ID": "b1a11c5c-3412-486c-8b39-4e0a50d23086",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["c6c7bce3-e562-46f6-bb36-4867a4d2f2be", "e57043d7-547f-452e-a678-0e2e48f886f2"],
					"DisplayName": 649,
					"Description": 789,
					"UpgradeDescriptions": [{
							"String": 4371
						}
					],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_phantom.png",
					"UsageType": "ClassAccruedResource",
					"UsageValue": 3,
					"AbilityClass": "Chanter",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "33deb1d9-b37b-423f-8412-ba0c477d266b",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "10c5979b-3fb2-43ae-84e9-d7201204117c"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		}, {
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "If_Their_Bones_Sleep",
			"ID": "0b6fe527-9b0e-49ad-84a5-08f2e7d0e678",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["c6c7bce3-e562-46f6-bb36-4867a4d2f2be", "e57043d7-547f-452e-a678-0e2e48f886f2"],
					"DisplayName": 652,
					"Description": 795,
					"UpgradeDescriptions": [],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_skeletons.png",
					"UsageType": "ClassAccruedResource",
					"UsageValue": 3,
					"AbilityClass": "Chanter",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "49623249-099d-4596-bf55-afe19a67b6b4",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "14b543b2-1a82-4bf7-a6a2-97aa8c90b2b5"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		},

There is an entry that says "DurationOverride": 0,

 

I'm wondering if I change that 0 to something like 6, if it will increase the duration of my summons. Or am I completely off track?

 

If so, then there is another entry (under PowerLevelScaling) that says "DurationAdjustment": 1,

 

Would changing that number have the desired effect?

 

Thanks for any and all advice (I'm very new to this).

 

It's a bit counter-intuitive, but for the first example you provided, it's in attacks.gamedatabundle:

           {
            "$type": "Game.GameData.AttackSummonRandomGameData, Assembly-CSharp",
            "DebugName": "But_Reny_Darets_Ghost_Summon",
            "ID": "23f2efc2-532e-4353-a98f-681e3b9c8515",
            "Components": [
                {
                    "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
                    "KeywordsIDs": [
                        "c6c7bce3-e562-46f6-bb36-4867a4d2f2be",
                        "e4164ba1-116f-4e51-a678-507c0d4e3f5a"
                    ],
                    "AttackDistance": 8,
                    "MinAttackDistance": 0,
                    "AttackVariationID": "76b9f75f-4dd1-4160-ab4a-e715bf89d890",
                    "UseParentEquippableHand": "false",
                    "CastSpeedID": "e2258426-92df-4a1d-b12c-927feb8328cd",
                    "RecoveryTimeID": "cd5ad068-453b-41f9-8779-db38ff00dd20",
                    "ImpactDelay": 0,
                    "ForcedTarget": "None",
                    "AffectedTargetType": "All",
                    "AffectedTargetConditional": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "AffectedTargetDeathState": "Alive",
                    "HostilityOverride": "Default",
                    "PushDistance": 0,
                    "FaceTarget": "true",
                    "AccuracyBonus": 0,
                    "PenetrationRating": 0,
                    "DamageData": {
                        "DamageType": "None",
                        "AlternateDamageType": "None",
                        "Minimum": 0,
                        "Maximum": 0,
                        "DamageProcs": []
                    },
                    "Require****Object": "false",
                    "StatusEffectKeywordsIDs": [],
                    "StatusEffectsIDs": [],
                    "RandomizeStatusEffect": "false",
                    "CanGraze": "false",
                    "CanCrit": "true",
                    "DefendedBy": "None",
                    "AfflictionsDefendedBy": "None",
                    "AfflictionApplicationModifier": "None",
                    "SubstituteHitVisualEffect": "",
                    "VisualEffects": [
                        {
                            "VisualEffect": "prefabs/effects/abilities/cast/fx_cast_chanter_head.prefab",
                            "AttachPoint": "Mouth",
                            "AttachObject": "Caster",
                            "AttachMode": "Attach",
                            "MeshType": "None",
                            "Event": "OnAnimEvent",
                            "AnimEventID": 0,
                            "Loop": "true",
                            "Scale": "false"
                        }
                    ],
                    "AttackOnImpactID": "00000000-0000-0000-0000-000000000000",
                    "ExtraAttackID": "00000000-0000-0000-0000-000000000000",
                    "LaunchBone": "RightWeapon",
                    "HitBone": "Chest",
                    "OnHitShakeDuration": "None",
                    "OnHitShakeStrength": "None",
                    "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
                    "AllReactNoise": "false",
                    "InterruptsOn": "None",
                    "InterruptType": "Normal",
                    "TargetAngle": 0,
                    "ApplyOnceOnly": "false",
                    "PathsToTarget": "true",
                    "HideFromCombatLog": "false",
                    "AdditionalAttackOnTooltip": "false",
                    "DoesNotApplyDamage": "false",
                    "TreatAsWeapon": "false",
                    "BounceData": {
                        "Bounces": 0,
                        "Multiplier": 0.5,
                        "Range": 10,
                        "InRangeOrder": "false",
                        "NoRepeatTargets": "false",
                        "AlwaysBounceAtEnemies": "false",
                        "Delay": 0,
                        "NeverBounce": "false"
                    }
                },
                {
                    "$type": "Game.GameData.AttackSummonComponent, Assembly-CSharp",
                    "SummonType": "Summoned",
                    "SummonFileList": [
                        {
                            "Filename": "prefabs/characters/poe2_creatures/cre_phantom.prefab"
                        }
                    ],
                    "SummonDisplayStrings": [
                        {
                            "String": 74
                        }
                    ],
                    "OnSummonVisualEffect": "prefabs/effects/abilities/fx_summon_phantom.prefab",
                    "OnDesummonVisualEffect": "prefabs/effects/abilities/fx_summon_phantom_despawn.prefab",
                    "TeamType": "JoinParty",
                    "OverrideTeamID": "00000000-0000-0000-0000-000000000000",
                    "SummonCopyOfSelf": "false",
                    "CopyWeapons": "false",
                    "Duration": 12,
                    "HasLoot": "false"
                },
                {
                    "$type": "Game.GameData.AttackSummonRandomComponent, Assembly-CSharp",
                    "MaxSummons": 1
                }
            ]
        }

The line near the end says "Duration": 12,  

 

If you change it to "Duration": 24, then the summon length of the shadow from that Chanter ability will be doubled.

 

I would presume that the other summon durations for the rest of the summoned creatures are in attacks.gamedatabundle, but I haven't rigorously checked. 

Edited by Zap Gun For Hire
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Whoa! I was WAY off track!

 

Thanks Zap.

 

Question: I've changed the value from 12 to 30, so now my summons last for 30 seconds instead of 12. But what would happen if I changed it to some crazy value like 9999? Would that make my summons 'almost' permanent?

Edited by Kexby
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You might be able to just put "Duration": Infinite,

 

Aha! I will try that. Thank you very much house2fly.

 

When I was looking through statuseffects.gamedatabundle, I noticed these entries:

 

                    "DurationType": "Infinite",

                    "Duration": 0,

 

So I'm just wondering if simply changing "Duration": 30, to "Duration": Infinite, would be enough to make this work. Or should I actually define a Duration Type (like in the above example)? And then set its Duration to 0?

 

One more question (sorry to be a pest). I'm now trying to remove the resource cost (Phrases) from the summon abilities, so that they can be freely cast at any time. In the first code example I posted for the summon skeleton ability (in abilities.gamedatabundle).

 

There is an entry that says:

 

"UsageType": "ClassAccruedResource",

 

If I change that to something like:

 

"UsageType": "none",

 

Will it remove the resource cost from the ability, so that it now costs nothing to use it?

 

Thanks muchly :)

Edited by Kexby
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There's info on just about everything on this site: https://eternity.obsidian.net/game-data-formats/concepts

 

In this case, the "usagetype" is listed in the documentation as a "cooldowntype" here: https://eternity.obsidian.net/game-data-formats/enumerations#262ff2ff-f135-4e40-9a40-9da8eaa4529d

 

You can change it to PerEncounter, PerRest, etc. "None" is one of the cooldown types, but I don't know what happens in that case

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Thanks for those links house2fly. They should be a big help.

 

I guess all I can really do is make the changes and see what they do in game (and pray I don't break my game :unsure: ).

 

Update:

 

I've just tried it. I changed the entry to:

 

"UsageType": "None",

 

But I'm afraid it didn't work. Bummer :(. The icon completely disappeared from my bar.

 

Update 2:

 

Ok, I tried changing the usage type to:

 

"UsageType": "Spell",

 

Just to see what would happen. Well, at least the icon was present this time and I could actually 'cast' the ability. But nothing happened. No summons appeared. Clearly, I'm missing a step.

Edited by Kexby
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Thanks for those links house2fly. They should be a big help.

 

I guess all I can really do is make the changes and see what they do in game (and pray I don't break my game :unsure: ).

 

Update:

 

I've just tried it. I changed the entry to:

 

"UsageType": "None",

 

But I'm afraid it didn't work. Bummer :(. The icon completely disappeared from my bar.

 

Update 2:

 

Ok, I tried changing the usage type to:

 

"UsageType": "Spell",

 

Just to see what would happen. Well, at least the icon was present this time and I could actually 'cast' the ability. But nothing happened. No summons appeared. Clearly, I'm missing a step.

 

change 

"UsageValue": 3, 
"AbilityClass": "Chanter", 

to

"UsageValue": 0, 
"AbilityClass": "None",

while about

"UsageType": "ClassAccruedResource"

try to change to

"UsageType": "None"

or if that doesn't work try

"UsageType": "PerEncounter"

and in  "UsageValue":   put a value of your linking

Edited by kilay
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Hey Kilay,

 

Thanks for trying to help. I changed everything just as you said, but still no luck :(

 

Neither of these two worked for me:

 

"UsageType": "None"

 

"UsageType": "PerEncounter"

 

I'm really stumped. The icon for the ability is on my bar and I can cast it on the ground (my character goes through the motions and a message tells me I've successfully cast it) but nothing is summoned.

 

I'm not sure what to try next, this modding business is much harder than I thought it would be :banghead: .

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Hey Kilay,

 

Thanks for trying to help. I changed everything just as you said, but still no luck :(

 

Neither of these two worked for me:

 

"UsageType": "None"

 

"UsageType": "PerEncounter"

 

I'm really stumped. The icon for the ability is on my bar and I can cast it on the ground (my character goes through the motions and a message tells me I've successfully cast it) but nothing is summoned.

 

I'm not sure what to try next, this modding business is much harder than I thought it would be :banghead: .

 

could you post your whole modded gamedatabundle or upload it somewhere?

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I sure can: I named it AbilityCost.gamedatabundle and put it in it's own folder in the override directory (the game seems to recognize it).

{
	"GameDataObjects": [{
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "If_Their_Bones_Sleep",
			"ID": "0b6fe527-9b0e-49ad-84a5-08f2e7d0e678",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["e57043d7-547f-452e-a678-0e2e48f886f2"],
					"DisplayName": 652,
					"Description": 795,
					"UpgradeDescriptions": [],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_skeletons.png",
					"UsageType": "PerEncounter",
					"UsageValue": 6,
					"AbilityClass": "None",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "49623249-099d-4596-bf55-afe19a67b6b4",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "14b543b2-1a82-4bf7-a6a2-97aa8c90b2b5"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		}, {
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "If_Their_Bones_Sleep_Beckoner",
			"ID": "1e492430-d38f-4291-9a28-2b33831b8a8b",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["c6c7bce3-e562-46f6-bb36-4867a4d2f2be", "e57043d7-547f-452e-a678-0e2e48f886f2"],
					"DisplayName": 652,
					"Description": 795,
					"UpgradeDescriptions": [{
							"String": 4371
						}
					],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_skeletons.png",
					"UsageType": "Spell",
					"UsageValue": 3,
					"AbilityClass": "Chanter",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "efc96b35-0d77-4c96-b119-de9c207697c9",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "14b543b2-1a82-4bf7-a6a2-97aa8c90b2b5"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		},
	]
}

Thanks so much for taking a look at this for me (I have no idea what I'm doing :) ).

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About your bundle, you should try something of differrent. Change an ability that is already in game is not a good idea, it's better make a new one (like i did on the previous figurine). If not you risk some issue with chanter class (or to any mechanic related to the ability that you modded).

 

EDIT:

btw in your bundle  probably the issue is with this keyword

 

"e57043d7-547f-452e-a678-0e2e48f886f2"

 

try to remove also it (it's "Chanter_NonOffensive")

 

 

 

EDIT2:

No i'm wrong, apologies.
if you are trying it on a chanter you have to not remove the keywords, neither the previous i mentioned , so just change UsageType and UsageValue

 

and ofc don't test it on a beckoner cuz you haven't modded his specific ability

Edited by kilay
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Excellent! I've just downloaded your mod (I'm going to study what you've done, maybe I can figure this out :) ).

 

As for making a new ability from scratch, that might be a bit beyond me at this point (I'm just starting to learn about PoE modding).

 

But I always do this, I think of a simple mod, manage to get it working, then I get over confident and go a bit crazy trying to improve it even more.

 

I thought the changes I wanted to make would be fairly simple, increase the duration of summons (done!) and remove the resource cost. Looks like I over-estimated my abilities. But I'm not going to give up.

 

I just wish somebody would write some more tutorials (hint hint :brows: ).

 

But thanks again for trying to help. I really appreciate it. Now I'm off to study your mod.

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I'm really stumped. The icon for the ability is on my bar and I can cast it on the ground (my character goes through the motions and a message tells me I've successfully cast it) but nothing is summoned.

 

I'm not sure what to try next, this modding business is much harder than I thought it would be :banghead: .

I spent an entire evening last week googling and trying solutions (and eventually reinstalling) because I lost access to my saved games. Turns out I had mistakenly deleted a < from a stringtable.

 

Embrace the headbanging, you'll figure this out.

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We've got a group of about 20 Modders in a slack group

 

Kilay has invite privs so PM him and request an invite (he comes here more often than I do now we are slacked)

We can point you in the right direction

 

We have a specific channel (#mod-dev) on slack dedicated to exactly this kinda thing where we drudge thru until something works (did one of those last week - took all day to solve)

One of the probs with tutorials is that they often get lost in the general chat here apart from the ones we can Sticky

By their very nature a tutorial teaches the VERY basics - we can't think of everything you may need to know

 

I DO remember that Summon Duration involved an Ability but they're pre-defined (DP Kilay) but I did that a month ago and my memory is far from perfect

[This will make sense to Kilay]
 

        {
            "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp",
            "DebugName": "Very_Slow",
            "ID": "e2258426-92df-4a1d-b12c-927feb8328cd",
            "Components": [
                {
                    "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp",
                    "DisplayName": 1892,
                    "Duration": 6
                }
            ]
        },

Takes about 24s as I recall

Mod the Duration + stick it on DP to test

  • Like 1

OK Fair warning has been applied

 

I'm gonna move the domain to https://perspak.com early Feb but will keep all content

 

There are reasons behind this move which basically boil down to unifying my release schedule

 

My friends are welcome to play (I'll set you up your own areas if you desire them)

 

Please note that this process is messy so may take a few weeks 

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Kilay tells me he just invited you (it's that thing at the top left)

All he needs is your email to invite you

OK Fair warning has been applied

 

I'm gonna move the domain to https://perspak.com early Feb but will keep all content

 

There are reasons behind this move which basically boil down to unifying my release schedule

 

My friends are welcome to play (I'll set you up your own areas if you desire them)

 

Please note that this process is messy so may take a few weeks 

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I spent an entire evening last week googling and trying solutions (and eventually reinstalling) because I lost access to my saved games. Turns out I had mistakenly deleted a

 

Embrace the headbanging, you'll figure this out.

 

Checking the game's log in PillarsOfEternityII_Data/output_log.txt might help you diagnose errors like this.  You'll have to filter through some other stuff, but in this case you may find a helpful error like this in there:

XmlException: Expected >, but found < [60] file:///D:/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/override/modder-background/localized/en/text/game/cyclopedia.stringtable Line 11, position 2.
  at Mono.Xml2.XmlTextReader.ExpectAfterWhitespace (Char c) [0x00000] in <filename unknown>:0 
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0 
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0 
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0 
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0 
  at Mono.Xml.EntityResolvingXmlReader.Read () [0x00000] in <filename unknown>:0 
  at Mono.Xml.Schema.XsdValidatingReader.Read () [0x00000] in <filename unknown>:0 
  at System.Xml.XmlValidatingReader.Read () [0x00000] in <filename unknown>:0 
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0 
  at System.Xml.XmlDocument.Load (System.String filename) [0x00000] in <filename unknown>:0 
  at Game.StringTable.Load (System.String filename) [0x00000] in <filename unknown>:0 
  • Like 1
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I'm really stumped. The icon for the ability is on my bar and I can cast it on the ground (my character goes through the motions and a message tells me I've successfully cast it) but nothing is summoned.

 

I'm not sure what to try next, this modding business is much harder than I thought it would be :banghead: .

I spent an entire evening last week googling and trying solutions (and eventually reinstalling) because I lost access to my saved games. Turns out I had mistakenly deleted a < from a stringtable.

 

Embrace the headbanging, you'll figure this out.

ha, I did the same thing. Continue and Load greyed out with spinning wheel icon. What happened?? Nearly drove me mad
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ha, I did the same thing. Continue and Load greyed out with spinning wheel icon. What happened?? Nearly drove me mad

 

Continue and loading spinning wheels  usually are issue in stringtable not in gamedatabundle

Edited by kilay
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Aha! I've finally got this working.

 

It turns out the reason I couldn't summon any skeletons is because I was trying to cast from stealth (before the enemy had detected me). I didn't realize you had to actually be in combat before you could summon your minions.

 

It also turns out that I didn't have to worry about UsageType at all, all I needed to do was change the UsageValue to 0. Now the ability doesn't cost any phrases to cast (I just need to be in combat).

 

But this is something that bothers me. I want to play a stealthy character, one that sneaks up on enemies, summons an army of minions (before they detect her) and then lets them do all the dirty work while she stays out of sight.

 

So I'm wondering if it's possible to mod this so that I don't need to be in combat to use my summon abilities.

 

Would changing one of these values do the trick?

					],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "ChanterInvocation1",
					"Icon": "gui/icons/abilities/chanter/summon_skeletons.png",
					"UsageType": "ClassAccruedResource",
					"UsageValue": 0,
					"AbilityClass": "Chanter",
					"AbilityLevel": 1,
					"IsPassive": "false",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "false",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "6bfdad12-a1d0-42cc-b797-c9d2dac2af05",
					"DurationOverride": 0,
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},

Maybe TriggerOnHit set to true would work?

Edited by Kexby
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Aha! I've finally got this working.

 

It turns out the reason I couldn't summon any skeletons is because I was trying to cast from stealth (before the enemy had detected me). I didn't realize you had to actually be in combat before you could summon your minions.

 

It also turns out that I didn't have to worry about UsageType at all, all I needed to do was change the UsageValue to 0. Now the ability doesn't cost any phrases to cast (I just need to be in combat).

 

But this is something that bothers me. I want to play a stealthy character, one that sneaks up on enemies, summons an army of minions (before they detect her) and then lets them do all the dirty work while she stays out of sight.

 

So I'm wondering if it's possible to mod this so that I don't need to be in combat to use my summon abilities.

 

Would changing one of these values do the trick?

 

Maybe TriggerOnHit set to true would work?

 

1- you're on slack, ask to us on chat

2-  using ability on Stealth have some weird behaviors (check the post and the video here)

Edited by kilay
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