September 24, 20232 yr Hi guys, does somebody know why this is not working? Basically I've modified BaseConstitution and BaseIntellect. The mod appears on the list and its active. I've tried restarting the game, loading diferent saves, starting new game, adding Eder to party again.. nothing worked.. { "GameDataObjects": [ { "$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp", "DebugName": "Companion_Eder", "ID": "90f0d0df-dde6-4e68-b56b-66a446341ce3", "Components": [ { "$type": "Game.GameData.CharacterStatsComponent, Assembly-CSharp", "DisplayName": 22, "Gender": "Male", "RaceID": "74e606b7-022a-40af-858d-83dd90a98e62", "SubraceID": "6cdda9a5-05d4-406a-92b2-2fd3f69f5403", "CultureID": "75c0538e-5eb3-47b8-8f39-b804046d1355", "CharacterProgressionTableID": "c6842b0c-75a9-49a8-8e2b-2283bdecd558", "BaseClassLevel": 1, "SpeakerID": "9c5f12c9-e93d-4952-9f1a-726c9498f8fb", "NakedArmorMaterial": "None", "CreatureTypeGDID": "00000000-0000-0000-0000-000000000000", "BestiaryEntryID": "00000000-0000-0000-0000-000000000000", "BackgroundID": "1aa2cea4-30af-473a-b9cf-ead152edd694", "KeywordsIDs": [ "8b258944-236a-47cf-8bc2-534dd0e011f6" ], "BaseMight": 15, "BaseConstitution": 10, "BaseDexterity": 11, "BasePerception": 12, "BaseIntellect": 16, "BaseResolve": 11, "SkillsList": [], "ImmuneToEngagement": "false", "ImmuneToAttacks": "false", "PerceptionType": "Normal", "StealthDetectionID": "4b59d454-61f3-472f-906f-ff36afd861c0", "StealingAdjustmentID": "00000000-0000-0000-0000-000000000000", "StartingMaxEngageableEnemyCount": 0, "StartingAttackSpeedMultiplier": 1, "StartingRateOfFireMultiplier": 1, "StartingReloadTimeMultiplier": 1, "PersonalityID": "414cb4f8-afb6-44da-9976-b6934922e00e", "AnimationAudioEventListID": "5030c1d9-d4a6-4dd2-973e-f5b41ec9a183", "MinLevelAdjustment": -50, "MaxLevelAdjustment": 50, "IsNamedCharacter": "false" }, { "$type": "Game.GameData.EquipmentSetComponent, Assembly-CSharp", "HeadID": "00000000-0000-0000-0000-000000000000", "NeckID": "00000000-0000-0000-0000-000000000000", "CapeID": "00000000-0000-0000-0000-000000000000", "ChestID": "cf0258c3-ecc3-413a-9d3c-53bf53208517", "HandsID": "00000000-0000-0000-0000-000000000000", "RightHandRingID": "00000000-0000-0000-0000-000000000000", "LeftHandRingID": "00000000-0000-0000-0000-000000000000", "FeetID": "00000000-0000-0000-0000-000000000000", "WaistID": "00000000-0000-0000-0000-000000000000", "GrimoireOrTrinketID": "00000000-0000-0000-0000-000000000000", "PetID": "00000000-0000-0000-0000-000000000000", "WeaponSets": [ { "PrimaryWeaponID": "1a3485bc-ec1a-4089-8086-28da996c2aad", "SecondaryWeaponID": "a7cabebc-a444-45b7-b60b-4927f29ee542" }, { "PrimaryWeaponID": "0bc6b44a-df87-4995-af66-196fbfd1d821", "SecondaryWeaponID": "00000000-0000-0000-0000-000000000000" } ], "PropsIDs": [ "edbf0224-832f-419f-901a-81e20814f66d" ] } ] } ] } Thanks in advance.
September 25, 20232 yr Try including only the modified properties of each component. This works for me, though it would only apply to a new game, not mid-playthrough after recruiting Eder. { "GameDataObjects": [ { "$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp", "DebugName": "Companion_Eder", "ID": "90f0d0df-dde6-4e68-b56b-66a446341ce3", "Components": [ { "$type": "Game.GameData.CharacterStatsComponent, Assembly-CSharp", "BaseConstitution": 10, "BaseIntellect": 16 } ] } ] } Edited September 25, 20232 yr by Noqn
September 26, 20232 yr I confirm that it works if you restart a game. I'm coding a software to configure companions and I didn't understand this last point. Since I was reloading my save at the beach, I couldn't find my stats. To see if it does the same thing with the other companions...
September 26, 20232 yr 1 hour ago, vanyel54 said: I'm coding a software to configure companions Hi just a heads-up that this can be done with Apotheosis:
September 26, 20232 yr Author I saw this awesome tool last night, maybe I'm working on some simple tool. Something like this
September 27, 20232 yr @Noqn : I will test your mod. It looks really complete for sure. Did you permit to create new CharacterProgressionTable for a companion ? I was doing something a bit (lol) less elaborate (the same as @HurukHai) => https://i.ibb.co/wzbg5xv/doc-screenshot.png
September 27, 20232 yr 1 hour ago, vanyel54 said: Did you permit to create new CharacterProgressionTable for a companion ? Yep, go to GameData -> ProgressionTables -> CharacterProgressionTable. Then you can either right-click CharacterProgressionTable to create a new one from scratch or move to the panel to the right and search for the table you want (e. g. one of Eder's tables), right-click that row and press Duplicate - then you'll create a deep copy of the that table. After you've created the new table you can edit the by pressin the Pen icon next to AbilityUnlocks You can see this in action here: (It looks better for ClassProgressionTables since the view puts ability icons on rows depending on their PL requirement and not Level requirement - so almost all abilities are on the first row in CharacterProgressionTables) You can then add the new ProgressionTable to your Companion by navigating to GameData -> Characters -> Companions, selecting the Companion in the panel to the right, then in the tree view expand the ProgressionTables row and click the row of the PT you want to replace, then lastly just search/select the PT you want to replace it with And hit the save button to save the mod: Edited September 27, 20232 yr by Noqn
September 27, 20232 yr 9 hours ago, HurukHai said: I saw this awesome tool last night, maybe I'm working on some simple tool. Something like this 1 hour ago, vanyel54 said: I was doing something a bit (lol) less elaborate (the same as @HurukHai) => https://i.ibb.co/wzbg5xv/doc-screenshot.png That's insane, what even are the odds for you both to be working on this? 🤣
September 27, 20232 yr Author 59 minutes ago, Noqn said: That's insane, what even are the odds for you both to be working on this? 🤣 😄 I think < 1%
September 27, 20232 yr It's actually quite funny, I started on it a few days ago (mainly in anticipation of my next run). And all this, because POE1 freezes on my new configuration. The hazards of life Aptheosis mod looks amazing !
October 15, 20232 yr Author Hi guys, could you take a look to https://www.cocothedog.es/ its a kind of companion editor with some coherency rules. For example: - Aloth must have a wizard class - Xoty must be a priest class , and this should be Harvester of Gaun - Pallegina allways Paladin - ... Thx
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