GreyFox Posted March 26, 2015 Posted March 26, 2015 Is there a master list of the console commands...I know you had one someone at somepoint.
GreyFox Posted March 27, 2015 Posted March 27, 2015 NVM I found it. Is there going to be a newer version or should 4.3 work with the release and it's patch?
Bester Posted March 27, 2015 Author Posted March 27, 2015 (edited) I currently need Assembly-CSharp.dll from these versions: - Windows GoG - MACOS GoG - Linux Steam - Linux GoG Edited March 27, 2015 by Bester IE Mod for Pillars of Eternity: link
Bester Posted March 27, 2015 Author Posted March 27, 2015 http://www.nexusmods.com/games/mods/1&selected_game=852/? Only tested Windows Steam version, but should work fine. Still don't have a linux assembly. 4 IE Mod for Pillars of Eternity: link
Arctic Posted March 27, 2015 Posted March 27, 2015 (edited) http://www.nexusmods.com/games/mods/1&selected_game=852/? Only tested Windows Steam version, but should work fine. Still don't have a linux assembly. I cant donwload it "The game this file is about has not been approved yet" Edited March 27, 2015 by Arctic
Bester Posted March 27, 2015 Author Posted March 27, 2015 (edited) Try this link instead http://www.nexusmods.com/pillarsofeternity/mods/1/ Edited March 27, 2015 by Bester 4 IE Mod for Pillars of Eternity: link
Arctic Posted March 27, 2015 Posted March 27, 2015 Try this link instead http://www.nexusmods.com/pillarsofeternity/mods/1/ Yep Thx !!!
gkathellar Posted March 27, 2015 Posted March 27, 2015 Oh snap. Bester, you are the ... Bester. /shot If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
Karkarov Posted March 27, 2015 Posted March 27, 2015 I guess it had to happen eventually but I despise Nexus mods . Let me try to get this running on gog.
Minsc85 Posted March 27, 2015 Posted March 27, 2015 http://www.nexusmods.com/games/mods/1&selected_game=852/? Only tested Windows Steam version, but should work fine. Still don't have a linux assembly. Thanks!!! Do it include some new features, or same as last for beta ? Big thanks anyway!
Sebmono Posted March 27, 2015 Posted March 27, 2015 Thanks for this Bester, your effort is much appreciated, will be trying out once I get back from work. One question, will there be any problems with using the mod on a game in progress or should one start a new game once mod is installed?
Karkarov Posted March 27, 2015 Posted March 27, 2015 Thanks for this Bester, your effort is much appreciated, will be trying out once I get back from work. One question, will there be any problems with using the mod on a game in progress or should one start a new game once mod is installed? You can start using it immediately, nothing the mod does will cause conflicts with a current game save. Messing with console commands may much stuff up but the mod itself simply makes optional gameplay/ui changes.
Noquiem Posted March 27, 2015 Posted March 27, 2015 Really love the options added with this mod but there are a few very minor problems. A) Requires iroll20s for certain commands still though documentation states otherwise. B) Talents get added to the abilities list and do not get removed from pool of selectable talents. This prevents talents with multiplle tiers from getting used outside of both tiers Example: Weapon focus and mastery both need to be added by console or through level up to work, getting focus with console doesnt let you choose mastery later unless you spend actual talentpoints on focus and then mastery. C)Talents and abilities can have duplicates that stack to insane levels, ofcs it'll list each seperately so your char sheets and ability bar becomes cluttered may or may not be intended? Ofcs as stated these are minor and not that important, just me nitpicking really
Sensuki Posted March 27, 2015 Posted March 27, 2015 The feature where you wipe a character progression is considered 'experimental' - so there may be problems with using it.The iroll20s thing is fixed for the next version
Sebmono Posted March 27, 2015 Posted March 27, 2015 Thanks for this Bester, your effort is much appreciated, will be trying out once I get back from work. One question, will there be any problems with using the mod on a game in progress or should one start a new game once mod is installed? You can start using it immediately, nothing the mod does will cause conflicts with a current game save. Messing with console commands may much stuff up but the mod itself simply makes optional gameplay/ui changes. nice, thanks! 1
Bester Posted March 27, 2015 Author Posted March 27, 2015 B) Talents get added to the abilities list and do not get removed from pool of selectable talents. Are you talking about the console command that allows you to respec? How exactly can I reproduce this situation? IE Mod for Pillars of Eternity: link
Noquiem Posted March 27, 2015 Posted March 27, 2015 B) Talents get added to the abilities list and do not get removed from pool of selectable talents. Are you talking about the console command that allows you to respec? How exactly can I reproduce this situation? I mean if you use the command "AddTalent fast_runner" you will get the fast runner talent, but on the character sheet it will be listed as an ability. Additionally when levelling up you will still be able to choose Fast runner under utility and spend a point on it, which adds Fast runner under talents giving you two Fast Runner instances(both work as intended). So really its more of a graphical thing and being careful with doubling on talents. As I said its a minor thing that really isnt necessary to fix per se, its just an inquiry if its intended that talents get put under abilities and dont get removed from selectable level up talents. (Used this command thinking I could move faster with fast runner, turns out its combat only, though it can have comical effect if stacked having enemies trying to catch up while you leave them in the dust)
Corivar Posted March 27, 2015 Posted March 27, 2015 I know it says steam, but seems to be working well on my gog version save for the combat looting/item swapping.
Bester Posted March 27, 2015 Author Posted March 27, 2015 I mean if you use the command "AddTalent fast_runner" you will get the fast runner talent, but on the character sheet it will be listed as an ability. Oh. That's Obsidian's console command, it's probably deprecated if it doesn't work properly. Will look into it later. Perhaps adding a talent through some "add ability" console command would work properly instead. The engine considers them all as abilities after all. IE Mod for Pillars of Eternity: link
Bester Posted March 27, 2015 Author Posted March 27, 2015 I know it says steam, but seems to be working well on my gog version save for the combat looting/item swapping. What exactly doesn't work? Looting bodies isn't supposed to work (it's been disabled), but item swapping should. Could you elaborate? IE Mod for Pillars of Eternity: link
Corivar Posted March 27, 2015 Posted March 27, 2015 (edited) I know it says steam, but seems to be working well on my gog version save for the combat looting/item swapping. What exactly doesn't work? Looting bodies isn't supposed to work (it's been disabled), but item swapping should. Could you elaborate? In combat, trying to move an item either in stash, equipped, or from one party member to another says in red "that slot cant be changed in combat" Everything else seems to work as intended. Thanks for the mod too btw. Edited March 27, 2015 by Corivar
Bester Posted March 27, 2015 Author Posted March 27, 2015 In combat, trying to move an item either in stash, equipped, or from one party member to another says in red "that slot cant be changed in combat" Everything else seems to work as intended. Thanks for the mod too btw. Oh, indeed, managed to reproduce it, thanks for the report. Will look into it for the next patch. IE Mod for Pillars of Eternity: link
Luckmann Posted March 27, 2015 Posted March 27, 2015 B) Talents get added to the abilities list and do not get removed from pool of selectable talents. Are you talking about the console command that allows you to respec? How exactly can I reproduce this situation? I mean if you use the command "AddTalent fast_runner" you will get the fast runner talent, but on the character sheet it will be listed as an ability. Additionally when levelling up you will still be able to choose Fast runner under utility and spend a point on it, which adds Fast runner under talents giving you two Fast Runner instances(both work as intended). So really its more of a graphical thing and being careful with doubling on talents. As I said its a minor thing that really isnt necessary to fix per se, its just an inquiry if its intended that talents get put under abilities and dont get removed from selectable level up talents. (Used this command thinking I could move faster with fast runner, turns out its combat only, though it can have comical effect if stacked having enemies trying to catch up while you leave them in the dust) This is not related to the mod, but you're using the wrong command. You should be using "AddAbility tln_fast_runner". All Talents are prefaced with "tln_". Otherwise you're trying to add the ability function that the game uses to handle the talent, and it leads to wonkyness.
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