Rolandur Posted January 28, 2017 Posted January 28, 2017 (edited) Don't read this, go to the latest replies! lol For this game I was hoping to get a toggle in the options to write the Combat Panel combat data to a text file. I would love to parse this file and see how all abilities, melee, ranged, weapon damage types, vulnerabilities, etc interact with the targets we fight. If this is something not for you, I am simply asking for this as an optional toggle in the settings so you wouldn't have to use it. I understand we can mod the previous game and this information may be accessible (somehow) but I do not have the know-how to do so. Parsing though I can. Why I ask. Plus I like graphs, charts, statistics and applying the data [to information] to in game play. Edited September 28, 2018 by Rolandur 7
Rolandur Posted January 29, 2017 Author Posted January 29, 2017 Sorry about the bump but I feel so very strongly about this option. I understand many would never use this or ever care about writing the combat log out to a text file and there may be excuses too like min-max'ing and taking roleplay into the realm of rollplay. Again, I understand how asking for this option seems trivial, it probably is but it must also be trivial to add in an option to write the combat log to a text file into the game directory. Think of everything that could be done with such information even if it's just to make our characters better or to simply understand the game mechanics and the enemies we fight. It could highly benefit beta [and retail] as well because we could review our performance, put into databases, spreadsheets, build comparisons or class, abilities, attributes, damage types and provide the community with information with specific item performance and add layers of extra knowledge to wiki's and other community hubs. I've been searching desperately around the internet for over a year or more asking various folks how to extract this information in PoE1 to no avail but this new game in development provides the opportunity to ask to resurgence of the community on how they fell. I know I've been given my answer (due to no one responding to this thread; ha!) but I thought I'd give one last ditch effort all the same. I'll live without this minor option if need be, not provide any further fuss over it (no more self-bumps such as this one) but if there's a small chance I catch one person that would also like this option I'd like to hear from you and maybe, just maybe, catch the eye of developer. Thanks for listening to my [self-induced] desperation. =) 1
Rolandur Posted April 15, 2017 Author Posted April 15, 2017 Curious if this is still an abhorrent idea to most in the community? Would it be incredibly complex for there to be an option to [X] Log to Text File?
rjshae Posted April 15, 2017 Posted April 15, 2017 Curious if this is still an abhorrent idea to most in the community? Would it be incredibly complex for there to be an option to [X] Log to Text File? It's not at all abhorrent. Sounds like a sensible option to me. I'd like to see them take it even further and provide an optional After Action Report with different levels of detail. But I know that wouldn't be a priority. "It has just been discovered that research causes cancer in rats."
Rolandur Posted April 15, 2017 Author Posted April 15, 2017 Curious if this is still an abhorrent idea to most in the community? Would it be incredibly complex for there to be an option to [X] Log to Text File? It's not at all abhorrent. Sounds like a sensible option to me. I'd like to see them take it even further and provide an optional After Action Report with different levels of detail. But I know that wouldn't be a priority. Thanks, every year or two I decide to sit down and learn a new coding language [as a hobby these past few years] and this year I decided on python. Being PoE1 didn't have the option to log out to a text a file I had to turn to other games I could produce large datasets and decided on EQ2 (which amazingly was very fun until I was beyond level ~80). The reason I did this is because I often learn a programming language by parsing raw log files into a data base. Often I use my SpeedFan or apache log files but parsing combat logs is a whole lot more interesting and can provide reliable information back into the community about combat mechanics... plus I often share to program and source. Of course there a times developers rather not allow the community to know too much about combat mechanics because the clarion call to balance [skills, spells, passives, etc] can become quite the menace on forums; so there's that too. 1
injurai Posted April 18, 2017 Posted April 18, 2017 This would be really cool. Ive been planning on writing some statistical analysis libraries in Rust. So having the raw output of something like PoE would give me a nice domain to build up a statistical knowledge base from. 1
Regggler Posted April 19, 2017 Posted April 19, 2017 As a data base / data mining guy, I approve of OP's suggestion. @injurai: For starters, how about using PoE's dialogue files or something like that for statistical analysis? That way you won't have to wait for Deadfire 2 Endure. In enduring, grow strong.
Rolandur Posted July 30, 2017 Author Posted July 30, 2017 It's been a couple months since I swung by these forums. Any news if this will be a feature for us combat loggers/data miners?
Wormerine Posted July 30, 2017 Posted July 30, 2017 I don't believe it has been mentioned. You might want to keep an eye for another Q&A and ask about it.
Rolandur Posted October 6, 2017 Author Posted October 6, 2017 Hi, it's me again, the Central Scruuuuuuuu-tinizer and was wondering if the development team has talked about [us being able to] log combat data to textual files?
Messier-31 Posted October 6, 2017 Posted October 6, 2017 (edited) Hi, it's me again, the Central Scruuuuuuuu-tinizer and was wondering if the development team has talked about [us being able to] log combat data to textual files? No, but I'm not sure, could be wrong. I suggest you search for keywords like "log" in the Q&A transcripts. Q&A No. 1 - https://www.reddit.com/r/projecteternity/comments/5rju7y/link_deadfire_qa_session_with_josh_sawyer_1h05m/dd867io/ Q&A No. 2 - https://www.reddit.com/r/projecteternity/comments/5szojj/link_deadfire_qa_session_2_with_josh_sawyer_8th/ddjr97z/ Q&A No. 3 - https://www.reddit.com/r/projecteternity/comments/5ueus0/pillars_of_eternity_ii_deadfire_qa_stream_3/ Q&A No. 4 - https://www.reddit.com/r/projecteternity/comments/5vsoiy/pillars_of_eternity_ii_deadfire_qa_4_transcript/ Q&A No. 5 - https://www.reddit.com/r/projecteternity/comments/5ye510/pillars_of_eternity_ii_deadfire_qa_stream_5/ Q&A No. 6 - https://www.reddit.com/r/projecteternity/comments/6n1aeo/pillars_of_eternity_ii_deadfire_qa_6_transcript/ Edited October 6, 2017 by Messier-31 1 It would be of small avail to talk of magic in the air...
wih Posted October 7, 2017 Posted October 7, 2017 I very much want an output to file option, although for a slightly different reason. I want to be able to open a log viewer maximized on my second monitor and watch the combat information there. That would be so much more comfortable. I'd set up the viewer with larger font for convenient reading and my game screen would not be cluttered with UI windows. I even created a thread about that a month or two back, but it didn't get many responses either. Maybe people are afraid this would take much effort from the developers, but to me it seems an easy feature to add. 2
Rolandur Posted October 9, 2017 Author Posted October 9, 2017 Hi, it's me again, the Central Scruuuuuuuu-tinizer and was wondering if the development team has talked about [us being able to] log combat data to textual files? No, but I'm not sure, could be wrong. I suggest you search for keywords like "log" in the Q&A transcripts. Q&A No. 1 - https://www.reddit.com/r/projecteternity/comments/5rju7y/link_deadfire_qa_session_with_josh_sawyer_1h05m/dd867io/ Q&A No. 2 - https://www.reddit.com/r/projecteternity/comments/5szojj/link_deadfire_qa_session_2_with_josh_sawyer_8th/ddjr97z/ Q&A No. 3 - https://www.reddit.com/r/projecteternity/comments/5ueus0/pillars_of_eternity_ii_deadfire_qa_stream_3/ Q&A No. 4 - https://www.reddit.com/r/projecteternity/comments/5vsoiy/pillars_of_eternity_ii_deadfire_qa_4_transcript/ Q&A No. 5 - https://www.reddit.com/r/projecteternity/comments/5ye510/pillars_of_eternity_ii_deadfire_qa_stream_5/ Q&A No. 6 - https://www.reddit.com/r/projecteternity/comments/6n1aeo/pillars_of_eternity_ii_deadfire_qa_6_transcript/ Oooof, you gave me work to do. Yuck! 1
Archaven Posted October 14, 2017 Posted October 14, 2017 On the other hand, i rather have all the details, informations, calculations, what get suppressed or stacks to be clearly shown on the combat log. Also maybe, make the log to have opacity?
Rolandur Posted June 4, 2018 Author Posted June 4, 2018 On the other hand, i rather have all the details, informations, calculations, what get suppressed or stacks to be clearly shown on the combat log. Also maybe, make the log to have opacity? What I mean by "a combat log" is the entire contents of the combat panel is *output* to a text file on my hard drive. Anyways, could this still happen? Just checked the Nexus. Nada.
Rolandur Posted September 26, 2018 Author Posted September 26, 2018 (edited) So I found this today: https://www.nexusmods.com/pillarsofeternity2/mods/103 Does what I was asking in this thread -- so no need for a dev anymore to accomplish what I was looking for but I can not get this mod to work. Has anyone else got this to work? I unzipped the CombatLog mod into the main directory of PoE2 so I have "...\steamapps\common\Pillars of Eternity II\Mods" just like the installation instructions state: Installation:Unzip the Mods folder and stick it in the ...\Pillars of Eternity II Deadfire\ directory. Then downloaded the Patchwork modding framework (https://github.com/SonicZentropy/PoE2Mods.pw/releases/download/2.1/PoE2Mods_Release_2-1.7z) and put the contents into an empty folder and ran the executable following the instructions: Run instructions:Start the Patchwork program and set the base Deadfire directory (this is one time only), Click "Active Mods" button, click the "Add" button and go the Mods folder and select the CombatLogExporter.pw.dll file, click the "Close" button and then push the "Launch with Mods" button But I get erros when I try to set the base Deadfire directory (which still allows me to continue despite the error) I add the mod to the "Active Mods" and then "Launch with Mods" again giving me the same error. Error: https://i.imgur.com/verhrlr.jpg Does anyone know how to make this work OR is everything (Patchwork and CombatLog mod) outdated due to the recent patch (v3+)? Edited September 26, 2018 by Rolandur
Rolandur Posted September 28, 2018 Author Posted September 28, 2018 So, has anyone got this mod ( https://www.nexusmods.com/pillarsofeternity2/mods/103 ) to work? See post above ^.
Night Stalker Posted September 28, 2018 Posted September 28, 2018 The problem was the mod. I gave it a good work over and it should now work. There is also an option to save the tooltips from the combat messages. 1
Rolandur Posted September 28, 2018 Author Posted September 28, 2018 The problem was the mod. I gave it a good work over and it should now work. There is also an option to save the tooltips from the combat messages. Fantastic! Thank you very much Night Stalker. Do I ignore the errors that I get from the Patchwork framework (I assume this is not your program) when setting up your Combat Logging mod [and it should still work]?
Night Stalker Posted September 28, 2018 Posted September 28, 2018 (edited) Have you experienced any errors running my mod though the Patchwork framework? I am only getting an error the first time I run the framework (and no errors thereafter), and none when I run the mod itself. I just tested it with a brand new download, and my mod runs fine just fine. I have uploaded a new version of the mod that will only include combat messages, before that filtering was a bit iffy, but I found a solution. Edited September 28, 2018 by Night Stalker
Rolandur Posted September 28, 2018 Author Posted September 28, 2018 (edited) I'm re-setting up everything and I'll let you know. Order of setup (as I do it; hehe): 1. Unzip 'Combat Log Exporter-103-1-5' to "G:\Steam\steamapps\common\Pillars of Eternity II" so the full path to the contents looks like this "G:\Steam\steamapps\common\Pillars of Eternity II\Mods\CombatLogExporter" 1a EDIT: updated to the current Version 1.5.0.1 2. Edit the config.ini, final config file saved looks like this saveLocation=G:\Steam\steamapps\common\Pillars of Eternity II\CombatLogsincludeAutoPause=TruekeywordsToExclude=NonereportToolTip=True 2a. Note: I explicitly made the CombatLogs directory (the 'CombatLogExporter' in brackets is still there; this forum removes them if inside a Quoted block) 3. Unpack the "PoE2Mods_Release_2-1.7z" file to a folder on my desktop simply called "PoE2Mods" 4. Run the "PatchworkLauncher.exe" 4a. It asks me the game's directory; which I supply: "G:\Steam\steamapps\common\Pillars of Eternity II"; This errors when pressing Okay ( https://i.imgur.com/XAMKVvg.jpg ) 4b. The Patchwork application still launches after I accept the error message 5. Next I add "CombatLogExporter.pw.dll" to Patchwork (Active Mods > Add > browse to the ( G:\Steam\steamapps\common\Pillars of Eternity II\Mods\CombatLogExporter ) directory. 6. I press "Launch With Mods" 6a. Looks like Patchwork tries to do "something" (sorry it's so fast no clue but there's Progress Bars on the screen for a split second) then I get this error ( https://i.imgur.com/verhrlr.jpg ), and after pressing Ok to the rror message the Patchwork Launch closes out completely and the game starts up. 7. I go into combat, complete the encounter, close the game and there are no combat logs. I really think there's something wrong with the Patchwork application and not yours OR I'm not understanding how to setup something OR the instructions for Patchwork is wrong. No clue. But thank you for updating your program. ~cheers Edited September 28, 2018 by Rolandur
Rolandur Posted September 28, 2018 Author Posted September 28, 2018 (edited) This errors when pressing Okay ( https://i.imgur.com/XAMKVvg.jpg ) I think this is my problem right here but Patchwork seems to be *hardcoded* to look at "C:\games\..." which I have no clue how to override. It should be looking at "G:\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\Managed" for me specifically because "Assembly-CSharp.dll" *is* in that directory. Edit: should I just reinstall or move (well force Steam to make "C:\games\" my default Install Directory) the game to where Patchwork seems to only look for games? Patchwork explicitly asks me where my PoE2 directory is when first opening it which I supply ( G:\Steam\steamapps\common\Pillars of Eternity II ) but it seems to not care all that much that I gave it this directory. ~laughs Oh well, perhaps I need the GoG version? Edited September 28, 2018 by Rolandur
Night Stalker Posted September 28, 2018 Posted September 28, 2018 This errors when pressing Okay ( https://i.imgur.com/XAMKVvg.jpg ) I think this is my problem right here but Patchwork seems to be *hardcoded* to look at "C:\games\..." which I have no clue how to override. It should be looking at "G:\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\Managed" for me specifically because "Assembly-CSharp.dll" *is* in that directory. I don't think that is it. I have my GOG install on my D drive, and it works just fine for me. What is the version number of Deadfire? Which, if any, of the DLCs do you have installed? Which version of the Patchwork framework are you using? Have you made sure you have installed the correct .NET frameworks the readme points to? 6. I press "Launch With Mods"6a. Looks like Patchwork tries to do "something" (sorry it's so fast no clue but there's Progress Bars on the screen for a split second) then I get this error ( https://i.imgur.com/verhrlr.jpg ), and after pressing Ok to the rror message the Patchwork Launch closes out completely and the game starts up. When that screen appears, the mod has not been installed successfully - the "Test Run" button will help you check whether the mod can be correctly installed without launching the game.
Rolandur Posted September 28, 2018 Author Posted September 28, 2018 (edited) Poe2 Version: 3.0.0.0021 ( https://i.imgur.com/MztGAom.jpg ) PoE2 DLC: only the free ones (getting the remaining three Paid DLC's when they're all out) Net Frameworks installed: https://i.imgur.com/DM1fpFn.jpg Patchwork File I directly downloaded: https://github.com/SonicZentropy/PoE2Mods.pw/releases/download/2.1/PoE2Mods_Release_2-1.7z Patchwork Unzipped folder: https://i.imgur.com/yF1E7Bf.jpg I really seems like Patchwork is hardcoded to only look at the C:\games\ directory. At a loss at how to force Patchwork to look at my G drive and the /Steam/ folder. Edited September 28, 2018 by Rolandur
Night Stalker Posted September 28, 2018 Posted September 28, 2018 Poe2 Version: 3.0.0.0021 ( https://i.imgur.com/MztGAom.jpg ) PoE2 DLC: only the free ones (getting the remaining three Paid DLC's when they're all out) Net Frameworks installed: https://i.imgur.com/DM1fpFn.jpg Patchwork File I directly downloaded: https://github.com/SonicZentropy/PoE2Mods.pw/releases/download/2.1/PoE2Mods_Release_2-1.7z I really seems like Patchwork is hardcoded to only look at the C:\games\ directory. At a loss at how to force Patchwork to look at my G drive and the /Steam/ folder. Did you remove the "PoE2Mods" mod that the framework comes with? I always remove it, and then the Patchwork works just fine.
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