InsaneCommander Posted September 8, 2018 Posted September 8, 2018 (edited) There are mods that add new grimoires to the game. Is it possible to (easily) edit some files and choose which spells I have in these grimoires? Edit: this mod, for example https://www.nexusmods.com/pillarsofeternity2/mods/29 Edited September 8, 2018 by InsaneCommander 1
kilay Posted September 8, 2018 Posted September 8, 2018 (edited) There are mods that add new grimoires to the game. Is it possible to (easily) edit some files and choose which spells I have in these grimoires? Edit: this mod, for example https://www.nexusmods.com/pillarsofeternity2/mods/29 Yes, you can found the spell list after "SpellsIDs": e.g. in the mod you linked their GUID are in this bundle { "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "Grimoire_Alamir", "ID": "d395910f-ce7f-4565-8652-86f9e7c26466", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 99950, "DescriptionText": 1176, "FilterType": "Weapons", "InventoryAudioEventListID": "32023afc-c1c3-4b6a-bcfd-77bde56ee6c3", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 12000, "IconTextureSmall": "gui/icons/items/misc/grimoire01_s.png", "IconTextureLarge": "gui/icons/items/misc/grimoire01_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "GrimoireOrTrinket", "AppearancePiece": { "ModelVisualDataPath": "" }, "ItemModsIDs": ["160e7192-e205-4b35-a28e-086b12e1835c"], "OnEquipVisualEffects": [], "RestrictedToClass": [{ "ClassType": "Wizard" }], "RestrictedToPlayer": "false", "ProficientAbilityID": "00000000-0000-0000-0000-000000000000", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericanimateditemrenderer.prefab", "ItemModel": "art/character/weapons/grimoire/grimoire01/w_grimoire01_cast.fbx", "AnimationController": "art/animation/animationcontrollers/weapon/w_grimoire.controller", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.GrimoireComponent, Assembly-CSharp", "NPCsAutomaticallyFill": "false", "SchoolID": "00000000-0000-0000-0000-000000000000", "SpellsIDs": ["46d4d7c5-0af5-4f6e-93b0-483b04184951", "7517557e-61d1-4d2b-9f70-76c0277d4415", "0f41e1b0-218f-43d0-80dd-e1e98b6aca0e", "a8c72c57-398e-4d66-818e-32124fe01494", "262ac004-a97a-4290-8400-73bb136cc466", "04ece2da-d1a8-4627-a48d-2fa6b2549583", "e641e27b-74de-4691-96e0-866e718825d0", "add1d106-9e7b-4e07-bb22-6a68e58b752a", "4bf8bb93-839e-48b2-a2c0-5535445be3d9", "4e449013-a1fb-4bd7-9355-fda30f810c05", "dbb1f8c8-0977-4dd0-aadd-c29f75120670", "1156655b-07c6-4b77-9915-632e89abc53f", "fe67cd2b-7775-4251-bab8-e7b55ab7a10d", "953f9f3c-9f0f-40b9-9747-1d1f19f14b5e", "e4f7a10b-e168-435a-a576-bff8ef8352b2", "8ff2528d-e95c-4353-a12c-3586b821def3", "7c566e8e-f93c-45ea-b2fb-c9e680b5a7dd", "30e71b4d-4136-42f3-915e-eb6373f4094e"] }] } Edited September 8, 2018 by kilay 1 Random Reader'Plinio il Vecchio asseriva che un rimedio alla sbronza fosse quello di mangiare uova crude di gufo' I° secolo D.C. My Mods on Nexus Nexus Mods Translated to Italian Italian Localization Fix PATCH More Custom AI Conditions Enhanced UI - Afflictions and Inspirations Extended Spell TT1 Unique Items More Priest Subclasses_Ondra Hylea Abydon Channeler Cipher Subclass Are you looking for a group of modders ?Request an invite to our Slack group Do you need a mod? Fill this mod request
house2fly Posted September 9, 2018 Posted September 9, 2018 (edited) Spells are generally restricted by class, right? I couldn't just put some druid spells in a grimoire and have a wizard be able to use them, I'd need to make copies of the spells without class restrictions and add those? Edited September 9, 2018 by house2fly 2
kilay Posted September 9, 2018 Posted September 9, 2018 Spells are generally restricted by class, right? I couldn't just put some druid spells in a grimoire and have a wizard be able to use them, I'd need to make copies of the spells without class restrictions and add those? Yes, that should be the proper way to make it work. Random Reader'Plinio il Vecchio asseriva che un rimedio alla sbronza fosse quello di mangiare uova crude di gufo' I° secolo D.C. My Mods on Nexus Nexus Mods Translated to Italian Italian Localization Fix PATCH More Custom AI Conditions Enhanced UI - Afflictions and Inspirations Extended Spell TT1 Unique Items More Priest Subclasses_Ondra Hylea Abydon Channeler Cipher Subclass Are you looking for a group of modders ?Request an invite to our Slack group Do you need a mod? Fill this mod request
DiabloStorm Posted March 6, 2019 Posted March 6, 2019 "CannotUnequip": "false",I wish I knew how to mod this game, I'd like to make an editable grimoire that cannot be unequipped (for...balance...I guess? Or anybody complaining that you get all these spells as a wizard because you can just swap grimoires) I think the current system is ridiculous, impedes player choice and allowing us to simply edit which spells we want in our grimoire once, and giving up the ability to swap grimoires for this would not break the game or give wizards an unfair advantage.
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