BMac Posted September 11, 2018 Posted September 11, 2018 This tutorial is mirrored as a Steam guide. This tutorial will walk you through the process of uploading your mods for Pillars of Eternity II: Deadfire to the Steam Workshop. This tutorial doesn't cover the process of actually creating a mod. For tutorials and information on creating mods, check out this tutorial. You must be running the game through Steam in order to upload mods to the Steam Workshop. Uploading a Mod First, you need to indicate that you are developing the mod you want to upload. Create a file called "devmode.json" in the override folder, if it doesn't exist already. Open the file in a text editor and paste the following text into it. { "DevMode": [ ] } Now add the folder names of the mod or mods you're working on to the DevMode list. The names should have quotes around them and be separated by commas. For example, if I was developing the modder-background and penguin-sword mods, my devmode.json would look like this: { "DevMode": [ "modder-background", "penguin-sword" ] } By default, the "thumb.png" file in your mod folder will be used as the thumbnail icon in the Workshop. Optionally, if you create an image called "steam-thumb.jpg" in your mod folder, that image will be used instead. The recommended size for "steam-thumb.jpg" is 512x512. Now launch the game. On the main menu, navigate to the Mod Manager (click Options, then click Mod Manager). Each mod you indicated in DevMode should have a Steam button on its entry. Click the Steam button for the mod you want to upload. Review the text in the message that appears. If you have not accepted the Steam Workshop Terms of Service, follow the link and review and accept the terms. If you agree with all the terms, click "Accept". You'll see a few progress bars. Once the mod is finished uploading, the Steam Workshop page for the newly-created mod will open in your browser. Here, you can write a full description for the mod, upload images, and set up other data. Once you're satisfied with the mod's page, you just need to set it as visible to the public from the Change Visibility dropdown. Your mod is now available for players to download and play with! Updating a Mod If you make changes to your mod after releasing it, you can easily update the Workshop version. After changing the mod, open the Mod Manager and click the Steam button next to your mod again (your mod will still need to be included in devmode.json). This time, you'll be presented with a window where you can briefly describe what you changed. Enter your description, then click Accept. Your update will be uploaded to the workshop and be available to players immediately. 4
peardox Posted September 11, 2018 Posted September 11, 2018 You must be running the game through Steam in order to upload mods to the Steam Workshop. Well, got mine thru GOG I know I'm not the only one of the ModDevs here. This needs fixing Been a member of both Steam + Gog for years, didn't know I was limiting my Mod options by chosing GOG 2 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
Tarlonniel Posted September 12, 2018 Posted September 12, 2018 ... I can put my mods on Steam?? Sorry, Guild Wars. I now have other plans this weekend.
house2fly Posted September 12, 2018 Posted September 12, 2018 General PSA: If your dropdown only shows "hidden" and "friends only" it's probably because you're considered a Limited User: https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663 Adding $5 to your Steam wallet might fix it. I'm mystified as to why I'd be considered a limited user since I've definitely spent more than $5 on steam games, but the good thing about steam being a de facto monopoly is that they can do whatever they want for any reason and you can't question them. Guess I'll wallet up on payday and see if that lets me make my mod public 2
kilay Posted September 12, 2018 Posted September 12, 2018 (edited) General PSA: If your dropdown only shows "hidden" and "friends only" it's probably because you're considered a Limited User: https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663 Adding $5 to your Steam wallet might fix it. I'm mystified as to why I'd be considered a limited user since I've definitely spent more than $5 on steam games, but the good thing about steam being a de facto monopoly is that they can do whatever they want for any reason and you can't question them. Guess I'll wallet up on payday and see if that lets me make my mod public That's an already know issue about 'Steam needs your wallet' You've never owned a steam game, you are just renting it. Try to check the contract that you have subscribed with Steam games, it's a shame. Edited September 12, 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
Kohwalter Posted September 12, 2018 Posted September 12, 2018 Thanks for this! I've finished posting my 40+ mods (that are all part of my Po2 Deadfire Tweaks pack) in the Steam Workshop. *Phew* That took longer than I expected...
Tarlonniel Posted September 12, 2018 Posted September 12, 2018 Ah, so posting to Steam means having to split up one Nexus mod into multiple bite-sized Steam mods. That'll take some working out.
house2fly Posted September 12, 2018 Posted September 12, 2018 Yeah, you can't have a mod with multiple files because each mod is a file all to itself. The good thing is, it'll make you look prolific! I'll have eight versions of "Necklace of Infinite Possibilities" by the time all the DLC is out! 1
protopersona Posted September 12, 2018 Posted September 12, 2018 I wonder how long it's going to take most modders to get their mods up on the workshop. Is anyone planning to just stay on the Nexus? 1 "As the murderhobo mantra goes: 'If you can't kill it, steal it.'" - Prince of Lies
Phenomenum Posted September 12, 2018 Posted September 12, 2018 (edited) Sooo... devs. I'm serious. Somethimes you make are real great things. But sometimes, i imagine, you aims to make all things as bad as you can.First: i have a GOG version. So you forcing me to buy Steam-version with all DLC's only for being able to upload my only mod in workshop. That's... interesting way to boost sales, i say.Second (even if i'll do it): one mod - one file. It'a joke? My translation mod consist of numerous of files for each DLC - how should i manage with it? What were you thinking, when launching this "service"?Do something with that. Edited September 12, 2018 by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
house2fly Posted September 12, 2018 Posted September 12, 2018 (edited) I mean obviously the steam workshop would be for games on steam. Maybe you can add POE2 as a non-steam game, launch it through your steam and get around it that way? Though the steam workshop code may only be in the steam version. Anyway, a mod isn't a file, that was me being dumb, it's the contents of the folder. But you can't open the folder and edit the contents, it's either installed/subscribed or it's not. So you can't have a modular mod like POE2 tweaks pack all in one because people can't choose which bits they want, the bits just have to be separate mods Edited September 12, 2018 by house2fly 1
Phenomenum Posted September 12, 2018 Posted September 12, 2018 I mean obviously the steam workshop would be for games on steam. Maybe you can add POE2 as a non-steam game, launch it through your steam and get around it that way? Though the steam workshop code may only be in the steam version. Anyway, a mod isn't a file, that was me being dumb, it's the contents of the folder. But you can't open the folder and edit the contents, it's either installed/subscribed or it's not. So you can't have a modular mod like POE2 tweaks pack all in one because people can't choose which bits they want, the bits just have to be separate mods My mod on Nexus consist of 5 mini-mods (POE II, BoW DLC, + 3 free DLC) and every mod have two versions (with Espinosa Nova Capitulars or without it) = 10 mods in Steam workshop. Crazy. Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
peardox Posted September 12, 2018 Posted September 12, 2018 (edited) Hehehe I'm on GOG but stuck the Steam stuff in anyway to see what happens Answer - nothing (you get the Steam dialog but it don't do anything) Edited September 12, 2018 by peardox 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
Phenomenum Posted September 12, 2018 Posted September 12, 2018 (edited) Grant ability for GOG users to upload their mods on Steam! It's discrimination! Edited September 12, 2018 by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
peardox Posted September 12, 2018 Posted September 12, 2018 @Phenomenum Go do the #poll in our Slack!Trying to get some numbers together then gonna moan properly Same for everyone else in our Slack 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
Phenomenum Posted September 12, 2018 Posted September 12, 2018 @peardox - just have some sleep. I'm tired of you. Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
Kohwalter Posted September 12, 2018 Posted September 12, 2018 I noticed that I'm getting missing string errors when using Steam Workshop. Somehow, the game is not recognizing the stringfiles from Steam even when they are in the correct file structure: "steamapps\workshop\content\560130\1509970155\localized\en\text\game"
GravitonGamer Posted December 15, 2018 Posted December 15, 2018 I tried to upload my mods to Steam today by following this guide, but on the steam page of my mods, there is no title and description, and it says the file size is 0. Also, I can't seem to upload multiple mods in one session. I have to restart my PoE2 to upload another mod, which also gets the same results as above. Any advice on what I could have done wrong?
SiliconMage Posted March 14, 2019 Posted March 14, 2019 I tried to upload my mods to Steam today by following this guide, but on the steam page of my mods, there is no title and description, and it says the file size is 0. Also, I can't seem to upload multiple mods in one session. I have to restart my PoE2 to upload another mod, which also gets the same results as above. Any advice on what I could have done wrong? Having the exact same problem. :/
SahtiWaari Posted March 19, 2019 Posted March 19, 2019 Hello, everyone. Does anybody know how to change bonuses from character stats? For example: Now the precision of attack is highly depending on your level but not from the accuracy stat. Now accuracy calculating as +1 to stat/ +1 to the precision that is pretty useless. I want to modify it to be +1 to stat/ +3 to precision to avoid grind to be able to defeat high-level monsters. I hope I clarified my question ^)
Phenomenum Posted March 20, 2019 Posted March 20, 2019 Hello, everyone. Does anybody know how to change bonuses from character stats? For example: Now the precision of attack is highly depending on your level but not from the accuracy stat. Now accuracy calculating as +1 to stat/ +1 to the precision that is pretty useless. I want to modify it to be +1 to stat/ +3 to precision to avoid grind to be able to defeat high-level monsters. I hope I clarified my question ^) Open global.gamedatabundle and you can adjust whatever you want in this section: "AttributeHealthMultiplier": 0.05, "AttributeDefenseAdjustment": 2, "AttributeDeflectionAdjustment": 1, "AttributeAccuracyAdjustment": 1, "AttributeDamageMultiplier": 0.03, "AttributeAttackSpeedMultiplier": 0.03, "AttributeDurationMultiplier": 0.05, "AttributeIncomingHostileEffectDuationMultiplier": -0.03, "AttributeTacticalStrideMultiplier": 0.04, "AttributeAreaMultiplier": 0.1, Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
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