Pfeifchen Posted July 30, 2021 Posted July 30, 2021 Hi, i try to learn modding with some simple stuff first. So i made a mod where i changed the name ID of aloths grimoire, i also swapped some spells. So nothing to serious i think. The name and spell ID comes from the grimoires above and below. I copied the item gamebundle and put it into the following folder: Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override\Spellbooks\design\gamedata the name of the gamebundle is - like the original - items. I can activate the mod, but ingame, aloth grimoire is not affected of the changes. What might be the reason? A wrong path, an invalid ID? This is no forum ... its a tomb. - Boromir
Pfeifchen Posted July 30, 2021 Author Posted July 30, 2021 Found it. Probably. In my first attempts i made parallel folderstructure including the exported folder This is no forum ... its a tomb. - Boromir
Svartypops Posted August 2, 2021 Posted August 2, 2021 (edited) The mod support for Deadfire is great. The best tip I can give you is watch this video by BMac: https://www.youtube.com/watch?v=rAuocRetxsQ Edited August 2, 2021 by Svartypops
Pfeifchen Posted August 2, 2021 Author Posted August 2, 2021 Hehe, that video is the reason i started to try modding this game. But there are lots of things I have no idea where to look at. Like inventorys for units or chests. This is no forum ... its a tomb. - Boromir
house2fly Posted August 3, 2021 Posted August 3, 2021 to get the ID of any object in the game (just about) hover the cursor over the object, open the console and type printinstance oei_hovered That'll copy the object's UUID (the long string of letters+numbers) to your clipboard, and you can paste it anywhere you like to save for later. Then you can use the "adding items to a store" tutorial in this subforum to add a lootlist to that object. If you modify an item like a grimoire, it may not reflect the changes- to see if the mod is actually working, type iroll20s in the console to enable cheats, then giveitem (item's debug name or UUID) so to add Aloth's Grimoire you can just type giveitem Aloth_Grimoire and you'll get a copy of it in your stash. That version should have any changes you made 1
Pfeifchen Posted August 3, 2021 Author Posted August 3, 2021 Well, thats something! Do you know by any chance, how to edit drop of chests and people? Or if a items property which is filled with an ID (like the grimoires spells), only accepts an ID? Or might it be possible to add some "If then else here"? Quote If you modify an item like a grimoire, it may not reflect the changes- to see if the mod is actually working, type iroll20s in the console to enable cheats, then giveitem (item's debug name or UUID) so to add Aloth's Grimoire you can just type giveitem Aloth_Grimoire and you'll get a copy of it in your stash. That version should have any changes you made That i learned the hard way, i was so confused xD But now it works reliable. This is no forum ... its a tomb. - Boromir
Svartypops Posted August 5, 2021 Posted August 5, 2021 (edited) On 8/3/2021 at 8:23 PM, Pfeifchen said: Well, thats something! Do you know by any chance, how to edit drop of chests and people? Items.GameDataBundle ... has LootLists in it. Objects such as chests or cupboards or characters all have certain LootLists allocated to them in the same file. You can cross-check the references. Search for this in the file: "LL_ <-include the inverted commas! That will show you a Loot List (they start with LL_). Some objects have specific drops, some are random, but from specific LootLists. Some have LootLists within LootLists. (This is why my Bountiful Booty mod goes way over the top sometimes!) Edited August 5, 2021 by Svartypops 1
Pfeifchen Posted August 5, 2021 Author Posted August 5, 2021 Aha, nice! I thought there would be somewhere else and well hidden. Thank you! This is no forum ... its a tomb. - Boromir
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