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Posted

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.

Posted (edited)

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 by Noqn
Posted

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...

  • Thanks 1
Posted
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:

image.thumb.png.dcbddb3b8ed58dcab30170c20fe23b0f.png

Posted (edited)

  

1 hour ago, vanyel54 said:

Did you permit to create new CharacterProgressionTable for a companion ?

Yep, go to GameData -> ProgressionTables -> CharacterProgressionTable.
7fxzNiD.png


Then you can either right-click CharacterProgressionTable to create a new one from scratch
TU08lMj.png


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

mtQPmOk.png

tpTRhSB.png

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

tPXQ7zT.png

KjwRrRk.png

And hit the save button to save the mod:

nfRP1q3.png

Edited by Noqn
  • Thanks 1
Posted

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 !

  • Like 2
  • 3 weeks later...
Posted

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

  • Like 1

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