BMac Posted May 7, 2019 Posted May 7, 2019 This is a list of changes from v4.1.0.0011 to v5.0.0.0040 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Check the documentation for more details on the functionality of added data properties. Modding Patch Notes for v5.0.0.0040 Looping AttackBaseVisualEffects are now supported for all events rather than just AnimEvents. The effects are stopped on Impact. Added ExperienceTableComponent.TrapLockXPIncrements Added HostilityType.HostileEver Added TacticalModeSettingsComponent Added CombatSettingsComponent.MinimumRollToGrazeTactical, MinimumRollToHitTactical, MinimumRollToCritTactical Added AttributeComponent.TacticalOverrideBonusesFormatString Added CharacterStatsSettingsComponent.AttributeTacticalStrideMultiplier Added DamageData.TacticalMinimumOverride / TacticalMaximumOverride Added GenericAbilityComponent.ShowStatusEffects Added StatusEffectDurationType.UseDuratonUnadjusted Added GenericAbilityComponent.RandomizeStatusEffect Added AIBehaviorDataComponent.CanEngage Added AICombatMoveComponent.AbortIfImmobile Added AIMoveComponent.AbortIfImmobile (Community Request) Added IsAnyWeaponEquipped conditional (Community Request) Added IsAnyWeaponEquippedInSecondarySlot conditional Fixed a problem where oei_this was not properly initialized when checking soulbound advancement conditionals. (Community Report) Fixed a problem where ModScriptHooks sometimes did not work correctly when loading very old savegames Fixed a problem where scripts or conditionals that were called recursively would not receive correct values for special GUIDs Thanks for working with us to make this game even cooler and more fun! I'm looking forward to seeing where you take it in the future. 4
Spherical Posted May 10, 2019 Posted May 10, 2019 (edited) It seems that I'm no longer able to use the alpha/color element on sprites in the XML files. Not a super huge deal, as I can work around it - just curious why this happened with the latest patch. This means that instead of using the color tag "within" the sprite tag, I have to wrap it around the sprite instead. Which means that this: <sprite="Inline" color=#80e27eEE name="cs_health" tint=1> ...has to become this: <#80e27eEE><sprite="Inline" name="cs_health" tint=1></color> Any idea why that is, @BMac? Edited May 10, 2019 by Spherical Editor and DesignerEnhanced User InterfaceNexus Mods | Steam Workshop
Phenomenum Posted May 10, 2019 Posted May 10, 2019 Quote Added StatusEffectDurationType.UseDuratonUnadjusted I waited for this, thank you! Only wish for UseValueUnadjusted I know, i know, it will never gonna happens. Anyway, thank you for your support, @BMac. 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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