September 8, 20187 yr 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, 20187 yr by InsaneCommander
September 8, 20187 yr 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, 20187 yr by kilay 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
September 9, 20187 yr 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, 20187 yr by house2fly
September 9, 20187 yr 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
March 6, 20196 yr "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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