The dis-association between exported and in-game GUIDs is the root cause of all the MAJOR modding we encounter
What we REALLY need is a translation table - you can code this as a "String FindInGame(String GUID)"
That's a nice short one
I think I already described this somewhere, but the Unity data GUIDs are not straight aliases of game data guids. Unity objects have their own GUIDs (described here) that represent that object in-game. Each Unity object may make use of a number of different game data objects (a CharacterStatsGameData, a MoverGameData, etc). A lot of these game datas are used by many characters or creatures in the game, so the relationship between the Instance and the Game Data isn't one-to-one.
If you could read the Unity data, it wouldn't be difficult to collect the mappings, but I know it's really not set up in a way that makes that reasonable.
We could potentially provide a better way to dump these GUIDs along the lines of the PrintInstance console command.
Is it possible to have a new WeaponType of value "ThrowingWeapon"? It's the only category missing in the list
(Or also a more generic one, it's possible to sort out by keywords so, also a generic one can do the trick).
At the moment the proficiency is bound to the weapon type and a custom one cannot be "properly" added.
You can still create your own proficiency but only on the weapons that are listed, but can be counter intuitive create a weapon of a type not supposed to be (ex: throwing knife but listed as stiletto).
This is another place where I'd like to just remove the WeaponType enumeration and let you create arbitrary WeaponTypeGameData objects and just use those instead (like we did with Classes). That's doable but it takes some work to convert over all the old data, and I'll also have to worry about compatibility with old mods.
Related to this, is possible to have a mouse scroll feature in the proficiency page of the character? Or this can happen:
I have a Similar issue with colors in CC (but i can solve that using appearance editor on Characer Sheet) and with a scrolling page we could open more possibilities also for Backgrounds Unlocked mod
So +1 for mammasaura
Yep, I'll note that character creation needs scrollable panels.
Along the lines of weapon proficiencies, is it possible to change "ProficientAbilityID" in the ItemComponent of WeaponGameData so that it supports multiple GUIDs? This appears to be THE limiting factor for expanding or significantly altering weapon proficiencies.
And, as mammasaura said, the ability to scroll.
That's probably doable. It'll be tricky to do it in a way that doesn't break compatibility with mods that are already changing that value, but doable.
Drag and drop mod in Mod manager to rearrange the order .
Atm i have more than 50 mods installed, when i add a new one rearrange the whole bunch take time
Noted - that's definitely not a use case I anticipated, haha. If you shut down the game you can manipulate the order in the file "%userprofile%\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity II\modconfig.json".
Can we hack savegames again ASAP @BMac
This is REALLY important
We WERE able to unzip the savegames then stick them back together (BluTack included)
I'm not aware of anything that's changed that would prevent you from manipulating save games. What kind of problem are you having?