Sensuki Posted September 25, 2014 Posted September 25, 2014 (edited) Hey guys, I've made a mod that slows down the run speed in Pillars of Eternity to 6 metres / second down from 8 metres / second https://www.youtube.com/watch?v=qsjTEwcHt2ohttp://www.upload.ee/files/4277442/Assembly-CSharp.rar.html[Note this also contains the 16 Inventory slots mod]Instructions Backup your X:\Steam\steamapps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll Copy the modified Assembly-CSharp.dll into the same folder Run the game DO NOT submit bug reports with this installed, revert to default when testing Notes: Will not be compatible with the next patch (will have to make a new one every time) This is a pretty bad way to mod, but we have no WeiDu equivalent atm Edited September 26, 2014 by Gfted1 Locked at OP request. Mod is not working. 4
Fiebras Posted September 25, 2014 Posted September 25, 2014 Looks very good. Does it affect beetles and other mobs?
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 (edited) Umm, I think it does. It's the global value. Beetles teleport when you pause the game (even Wood Beetles) so feel free to try it out and report back (y). Edited September 25, 2014 by Sensuki
Namutree Posted September 25, 2014 Posted September 25, 2014 That movement speed seems about right. If every one moved 25% slower I think the game would be much better. "Good thing I don't heal my characters or they'd be really hurt." Is not something I should ever be thinking. I use blue text when I'm being sarcastic.
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 It was the first value I set it to, I think it looks miles better than the current speed too. 1
Namutree Posted September 25, 2014 Posted September 25, 2014 It was the first value I set it to, I think it looks miles better than the current speed too. It doesn't just look better; if the enemies also move 25% slower it will really help fix combat. "Good thing I don't heal my characters or they'd be really hurt." Is not something I should ever be thinking. I use blue text when I'm being sarcastic.
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 (edited) They should be 25% slower, yes. Try it out and report back Edited September 25, 2014 by Sensuki
IndiraLightfoot Posted September 25, 2014 Posted September 25, 2014 It really does make a big difference. I really like it. If baddies are slowed equally much, Sensuki and we all have ourselves a winner! *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 They should be, it's the global value in the class that governs unit movement. Try it out and report back
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 upload.ee is timing out for me so here's an alternate URL http://www.filedropper.com/assembly-csharp_7
archangel979 Posted September 25, 2014 Posted September 25, 2014 This looks nice. I hope you do a combat video with it as well. Also try to reduce it to 5/second as well and try combat with it.
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 (edited) Well Monster movement speed probably needs to be adjusted on a per-unit basis anyway (in their creature file) oozes move at a million miles an hour. This fixes the default speed though I think. My next "vs the Beatles" video will have this mod. Edited September 25, 2014 by Sensuki
Razsius Posted September 25, 2014 Posted September 25, 2014 Sen I don't even know what to say. I'm pretty sure if someone cut you you'd just bleed IE code. I remember how my first impressions of the BB was how it didn't remind me at all of the IE games. Meanwhile, you change run speed on a whim and *nail* it first time. I mean.. I don't even.. GRAH!! PoE maestro indeed. 2
Hormalakh Posted September 25, 2014 Posted September 25, 2014 sesnuki can you do a side-by-side video of the two speeds? With combat as well to see the enemies? I don't want to reinstall the beta just to check this out. Also, devs have you seen this? My blog is where I'm keeping a record of all of my suggestions and bug mentions. http://hormalakh.blogspot.com/ UPDATED 9/26/2014 My DXdiag: http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 Yeah I can do that and not sure. Give me 20-30 mins and I'll pop one up. 2
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 Don't know if it's working actually, might just be placebo Will investigate further
Razsius Posted September 25, 2014 Posted September 25, 2014 (edited) Don't know if it's working actually, might just be placebo Will investigate further Lol I just tested it ~22 seconds from the exit to the inn entrance. Which coincidentally enough is about your video's time as well. Don't I feel like an idiot... Edit: Sen's got enough street cred that we just take him at his word (which is just fine mind you). Edited September 25, 2014 by Razsius
Captain Shrek Posted September 25, 2014 Posted September 25, 2014 This is nice. The game was really too fast paced earlier. Thanks sensuki. Can you try out even slower a speed like 4m/s? Also does the combat -clustered ness get reduced by this? Feeling? "The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 That's actually the default game speed, it's not working properly. I think I changed the wrong value Trying another one 1
Uomoz Posted September 25, 2014 Posted September 25, 2014 (edited) This was actually very funny overall :D EDIT: it's implied that you guys absolutely love the current movement speed! Edited September 25, 2014 by Uomoz 5
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 It's possible that creatures themselves have a value that overrides the declared variables in the Mover class. If they were going by the default values, what I have changed should work for both players and enemies.
Captain Shrek Posted September 25, 2014 Posted September 25, 2014 Is it only working for the players? Or not even for them? "The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."
Sensuki Posted September 25, 2014 Author Posted September 25, 2014 No, something is overriding the declared speeds. Haven't figured out what that is yet
Adam Brennecke Posted September 25, 2014 Posted September 25, 2014 The run speed is declared in data, and I'm not sure if you can mod it easily. You might be able to change each prefab if you can get your hands on it somehow. That data can be found in the mover afaik. We've been discussing changing speeds across the board to be slower. I think it's probably a good change. Good luck! 9 Follow me on twitter - @adam_brennecke
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