Jump to content

Recommended Posts

  • 6 months later...
Posted (edited)

Hey, I was able to figure out how to do this for individual spells. It's not too difficult, but it would be way too cumbersome for me to do it for each and every wizard spell. I'll give you three options:

1) I try to teach you how to do it.
2) You name like five spells in particular that you want buffed.
3) My favorite: I write a mod that buffs the Farcasting talent so that it provides much more bonus range, and you give yourself that through the console (or wait until you unlock PL 5 abilities). Obviously that will buff it for anyone at all who uses it. I don't think any enemies do, but that is just a hunch.

Edit: I went after 3) already and it was really easy to buff the talent, but for the life of me I can't manage to move it to a different tier in the talent tree. It'd be such a quick & dirty fix. Here's a mod for just the buffed talent (now quadruples casting range). Just make a folder in Pillars of Eternity II\PillarsOfEternityII_Data\override\ for it.

FartherFarcasting.gamedatabundle

Just open it in Notepad and change the 4.0 to something else if you want more/less range (cast range will be multiplied by this factor).

Edited by omgFIREBALLS
Posted

Uh, this might not be so easy to explain (I mean, one month ago I didn't know this stuff at all).

{
	"GameDataObjects": [
		{
			"$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp",
			"DebugName": "Fireball_Aoe",
			"ID": "5bc9f76b-2113-409f-81c0-5096e66974be",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}
	]
}

This is a mod that increases the range of Fireball to 20 (by default it's eight) You can save this as morerange.gamedatabundle and put them in a new folder under override, like you did with Farther Farcasting.

{
	"GameDataObjects": [
		{
			"$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp",
			"DebugName": "Fireball_Aoe",
			"ID": "5bc9f76b-2113-409f-81c0-5096e66974be",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}, {
			"$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp",
			"DebugName": "Minolettas_Minor_Missiles_Ranged",
			"ID": "48ea2167-98b1-4680-8644-f751564d8fbb",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}
	]
}

Here I've added Minoletta's Minor Missiles, so you can hopefully see the pattern of how to add spells.

{
	"GameDataObjects": [
		{
			"$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp",
			"DebugName": "Fireball_Aoe",
			"ID": "5bc9f76b-2113-409f-81c0-5096e66974be",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}, {
			"$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp",
			"DebugName": "Minolettas_Minor_Missiles_Ranged",
			"ID": "48ea2167-98b1-4680-8644-f751564d8fbb",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}, {
			EDIT
			THESE
			LINES
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}
	]
}

And here it should be extra clear ;)

It's only really a matter of finding the lines. Open Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata\attacks.gamedatabundle in Notepad++ and you will probably see an utter mess. You'll need a plugin, I believe it's called JSON Viewer. With this installed, press Ctrl+Shift+Alt+M to format the code into something readable. Then Ctrl+F to find the spell you want. Let's say you want to edit Ray of Fire, so you search for ray_of_fire and find something that begins with:

			"$type": "Game.GameData.AttackBeamGameData, Assembly-CSharp",
			"DebugName": "Ray_of_Fire_Ray",
			"ID": "e99275fd-a921-40bb-9cc1-a20c6f66106b",

These are the three lines you need to copy, so we get:

{
	"GameDataObjects": [
		{
			"$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp",
			"DebugName": "Fireball_Aoe",
			"ID": "5bc9f76b-2113-409f-81c0-5096e66974be",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}, {
			"$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp",
			"DebugName": "Minolettas_Minor_Missiles_Ranged",
			"ID": "48ea2167-98b1-4680-8644-f751564d8fbb",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}, {
			"$type": "Game.GameData.AttackBeamGameData, Assembly-CSharp",
			"DebugName": "Ray_of_Fire_Ray",
			"ID": "e99275fd-a921-40bb-9cc1-a20c6f66106b",
			"Components": [{
				"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"AttackDistance": 20,
				}
			]
		}
	]
}

And for reference, 20 range is already farther than your character can see, but you can probably go as crazy as you like with that number ;)

Posted

You could try adding a passive with RangedAttackDistanceMultiplier, and add Source: Spell in the Attack Filter, but I don't know if it would work and limit the distance increase to only spells.  Worth a shot if you know how to do it, though.  Sorry for the weird formatting, it's from copy+paste

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...