ArnoldRimmer Posted October 25, 2018 Share Posted October 25, 2018 Are they accessible outside of the game? Needful Things mod at Steam | Nexus Link to comment Share on other sites More sharing options...
peardox Posted October 25, 2018 Share Posted October 25, 2018 /exported/gamedata/ai.gamedatabundle This is a JSON file on one line so if you're on Windows simply install Notepad++ and the JSON extension If you can't do this I have tools that can extract this into prettified (something you can make sense of) data The last extract I did was 2.0.1 at https://poe2.peardox.com/exported/ I'll do an extract of 3.0.2 but this will be not complete - I know how to process the addons but Obs are ignoring devs so I'm ignoring them (Obs) It will take me a LONG time to upload the export - fast to process but slow to upload. you'll need about 350G 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 Link to comment Share on other sites More sharing options...
BMac Posted October 25, 2018 Share Posted October 25, 2018 peardox refers to the built-in behaviors for enemies and the default party behaviors. If you're looking for your custom behaviors, they are in the saved games directory ('C:\Users\\Saved Games\Pillars of Eternity II\CustomAIBehaviors'). Link to comment Share on other sites More sharing options...
peardox Posted October 29, 2018 Share Posted October 29, 2018 OK - done 3.0.2 to make this easier for you (better mention this fact in another existing thread as it helps peeps)You simply wanna extract json.zip - there are two directories you wanna look at ai/* and gamedata/* (especially ai.gamedata.json) Go to https://poe2.peardox.com/exported/ and download json.zip This is simply a easy to read version of the files that the game uses The files are human readable but I'm only using the base data If you create your own override/ai/me.gamedatebundle or override/design/ai.gamedatabundle I believe you will have your own AI I must stress that I haven't checked this - I simply do the JSON ================================================ In case anyone wonders where I've been - portrait packs + depression 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 Link to comment Share on other sites More sharing options...
ArnoldRimmer Posted November 22, 2018 Author Share Posted November 22, 2018 peardox refers to the built-in behaviors for enemies and the default party behaviors. If you're looking for your custom behaviors, they are in the saved games directory ('C:\Users\<you>\Saved Games\Pillars of Eternity II\CustomAIBehaviors'). Is there any way to read this saved custom AI data??? It seems to be in some binary format Needful Things mod at Steam | Nexus Link to comment Share on other sites More sharing options...
BMac Posted November 27, 2018 Share Posted November 27, 2018 This is a rough overview of the layout of the custom AI behavior files: HeaderVersion (integer [4]) Types count (integer [4]) [count] Type TypeID (guid [16]) Version (integer [4]) TypeID (guid [16]) Name length (integer [4]) Name (string [length]) OldSupportedClasses count (integer [4]) [count] OldSupportedClass (CharacterClass integer [4]) SupportedClasses count (integer [4]) [count] SupportedClass (CharacterClassGameData guid[16]) ConditionalActionSets count (integer [4]) [count] ConditionalActionSet Version (integer [4]) TypeID (guid [16]) Name length (integer [4]) Name (string [length]) Conditions count (integer [4]) [count] Condition Version (integer [4]) TypeID (guid [16]) ConditionalSet (CustomAIConditionalScriptSetGameData guid [16]) Not (bool [1]) Actions count (integer [4]) [count] Action Version (integer [4]) TypeID (guid [16]) ActionType (CustomAIActionType integer [4]) AbilityPackage (CustomAIAbilityPackageGameData guid [16]) Ability (GenericAbilityGameData guid [16]) Consumable (ConsumableGameData guid [16]) TargetingFilter (CustomAITargetingFilterGameData guid [16]) TargetingPreference (CustomAITargetingPreferenceGameData guid [16]) AllowedMovement (AllowedMovementToTargetType integer [4]) Cooldown (float [4]) AllowedMovement (AllowedMovementToTargetType integer [4]) Cooldown (float [4]) UniqueID (guid [16]) CanEdit (bool [1]) Description length (integer [4]) Description (string [length]) 1 Link to comment Share on other sites More sharing options...
ArnoldRimmer Posted November 28, 2018 Author Share Posted November 28, 2018 This is great, thanks! Needful Things mod at Steam | Nexus Link to comment Share on other sites More sharing options...
ArnoldRimmer Posted February 3, 2019 Author Share Posted February 3, 2019 (edited) Hi Bmac or whoever else an help me. I'm able to parse the aiscripts now and can list them and display them in my app (react based electon app) - the conditions and actions I'm able to match to their stringtable translations and can output what they are but now alongside the text labels I'd like to display the icons associated with those abilities - like barbaric rage, flames of devotions etc. Are the images that represent the abilities used in the AI editor also easy to read/parse in the game data? Is there a dump of them that modders can use? Edited February 3, 2019 by ArnoldRimmer Needful Things mod at Steam | Nexus Link to comment Share on other sites More sharing options...
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