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Posted (edited)

Finally have found time to test UPMod with the new Definitive Edition.

 

DE didn't incorporate any fixes from UPMod, nor changed the affected classes, so UPMod v1.01.306 works fine, but it no longer displays it's version on the Start Screen. Reason being that PoE has migrated to different versioning and has modified the UIVersionNumber class.

 

You can continue using UPMod v1.01.306, or you can download the new v1.01.370. It's the same thing, but incorporates the fix for version display, so it will become visible and you would know that it is installed, like this:

 

oIyCWvn.png

 

Have updated the post with downloads: here

Edited by MaxQuest
  • Like 3
  • 1 year later...
  • 5 months later...
Posted

Does anybody by chance has a compiled assembly dll for OS X with the UPMod and IEMod incorporated? Since the upgrade to Catalina I've lost the opportunity to do this myself, not being able to run a 32-bit version of Mono.

  • 4 weeks later...
Guest Wullack
Posted (edited)

.

Edited by Wullack
  • 1 year later...
  • 3 months later...
Posted

One question, isn't it possible to fix the cipher bug with Psychic Backlash and Brutal Backlash? I think everyone knows what I mean by that bug.

Posted

Which bug? That it procs unlimited times? That's intended and was done in one of the last patches because players complained that it's so bad if it's only 1/encounter. Obviously they didn't think about any auras that target Will (dragons, Threatening Presence, Redfield's Harbinger and so on) and which you can't turn off.  

Deadfire Community Patch: Nexus Mods

Posted
1 hour ago, Boeroer said:

Which bug? That it procs unlimited times? That's intended and was done in one of the last patches because players complained that it's so bad if it's only 1/encounter. Obviously they didn't think about any auras that target Will (dragons, Threatening Presence, Redfield's Harbinger and so on) and which you can't turn off.  

Well, that's exactly why I consider it a bug, it may seem funny to see a stunned dragon all the time, but it takes away from the challenge of the game on any difficulty, personally I would leave it as it was before to avoid that, or fix it in another way, if I knew hehe.

  • Like 1
Posted (edited)

Or... wild idea: don't pick it.
tenor.gif

That's easy imo. The bad part is when you are a Barb, picked THreatening Presence and then meet an enemy Cipher... 😄 

Edited by Boeroer
  • Like 2

Deadfire Community Patch: Nexus Mods

Posted (edited)
19 hours ago, davoker said:

One question, isn't it possible to fix the cipher bug with Psychic Backlash and Brutal Backlash? I think everyone knows what I mean by that bug.

It's not a bug since Obsidian explicitly made it that way; but I do agree that it's OP after the rework.

Keeping Adra Dragon perma-stunned due to her fear aura that 'ticks' every 3s, makes the encounter too easy. And counters enemies with hostile auras.

 

In my opinion Backlash needs some sort of cooldown; but I don't know how to implement it in PoE1, nor time to investigate/mod it.

Edited by MaxQuest
  • Like 1
Posted
4 hours ago, Boeroer said:

Or... wild idea: don't pick it.
tenor.gif

That's easy imo. The bad part is when you are a Barb, picked THreatening Presence and then meet an enemy Cipher... 😄 

I hadn't thought of that, in a SOLO that has to be death assured no? stunned permanent 🤣

4 hours ago, MaxQuest said:

It's not a bug since Obsidian explicitly made it that way; but I do agree that it's OP after the rework.

Keeping Adra Dragon perma-stunned due to her fear aura that 'ticks' every 3s, makes the encounter too easy. And counters enemies with hostile auras.

 

In my opinion Backlash needs some sort of cooldown; but I don't know how to implement it in PoE1, nor time to investigate/mod it.

Obsidian also left some bugs that you yourself have fixed in this patch, it is something that I will never understand and it seems to be common in many companies, they are aware of the bugs but do not fix them 😅

  • 11 months later...
Posted
On 6/26/2017 at 4:49 PM, MaxQuest said:

What do you think if we could fix a few bugs ourselves, test them, and offer Obsidian the solution; or as a backup plan make a mod (compliant with IEMod's Patchwork)?

  Reveal hidden contents

 

 

Obviously stuff like stuttering or shaking popups is out of our reach, but a few in-code changes probably could be done.

I have in mind the following list:

 

Bugs:

1. DoT damage is not being registered in party member stats

2. DoTs do not benefit from elemental talents

3. DoTs do not benefit from slaying talents (like Beast Slayer, Ghost Hunter, etc)

4. Charm occasionally ending prematurely

5. Powder Burns is hitting allies standing in FoE (yellow) zone. (screenshot)

6. Charmed enemies quickly regenerate a portion (10-25%) of hp/endurance when switching alliance with pluto tv para pc.

 

Balance suggestions:

1. Make Deep Wounds stack

2. Duration of "fixed" DoTs (Wounding Shot, Wounding, Enduring Flames) should no longer be affected by INT (since their total damage is not affected by INT neither).

 

 


At the moment, I know how to fix the first bug, and partially the second. What do you think of p3, and of the whole idea?

 

 


EDIT: UPMod.1.01.306 is ready. Go to this post for download and installation notes.

 

 You must update the last version, I have the last version and dont have problems

  • 1 year later...
Posted

Hello! As I understand it, the mod is not working at the moment? I followed the installation instructions, but in game the damage from The Dragon Thrashed still does not increase Scion of Flame -(

  • 2 weeks later...
Posted
On 10/19/2023 at 6:03 PM, Bestezzibbar said:

Hello! As I understand it, the mod is not working at the moment? I followed the installation instructions, but in game the damage from The Dragon Thrashed still does not increase Scion of Flame -(


Maybe this problem is related to the game update?

  • 1 year later...
Posted (edited)
On 6/30/2017 at 7:56 PM, MaxQuest said:

Hehe, I wanted to see how good is Dragon Trashed chant 'in the wild' for awhile now (i.e. track it's damage). Aaand it's gonna happen :)

 

 


Have build a pw.dll for the IEMod's patchwork. You can download it here:

- v1.00.306. (30/06/2017)

- v1.01.306(09/07/2017)

- v1.01.370. (02/12/2017) - same as v1.01.306 but with fixed UIVersionNumber since it was changed in Definitive Edition which migrated to Semantic Versioning. (that's also the reason why it's 370 and not 307)

Note 1: these are standalone mods, so just grab only one, Usually you'd want the latest one.

Note 2: .306 means that it was personally tested with PoE1 v3.06

Note 3: .370 means that it was personally tested with PoE1 v3.7.0

 

What it does:

v1.00:

1. Fixed inflicted DoT damage not being tracked/registered in "Total Damage Done".

2. Fixed an issue with DoTs not benefiting from Elemental talents (Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay).

3. Fixed an issue with DoTs not benefiting from Race Slayer talents (Beast Slayer, Primal Bane, Ghost Hunter, Sanctifier, Wilder Hunter).

4. Fighter's ability Take the Hit will no longer protect non party characters (there was a problem where it would affect charmed enemies).

5. Fixed an issue where charm and dominate effects could unexpectedly break if affected character had no target despite enemies being in range.

5.b. Last enemy will no longer break charm and dominate effects immediately. These effects will last at least 5s, and player will be notified with "<Creature> has broken free!" message.

 

v1.01: (includes v1.00 changes plus the following)

6. Consume potions duration reduced from 2.33s to 1s

7. Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger).

 

 

How to install:

V1. If you have ever used IEMod:

- download the zipped UPMod.pw.dll (linked above)

- drop the dll into /IEMod/mods/ folder

- remove the Assembly-CSharp.dll.pw.modified from PoE <Installation folder>/PillarsOfEternity_Data/Managed/ (it will be regenerated)

- just-in-case make a backup copy of Assembly-CSharp.dll (e.g. ctrl-c->ctrl-v, and rename the copy to something like Assembly-CSharp.Original.3.06.dll)

- launch the PatchworkLauncher.exe located in /IEMod/ folder

- indicate the PoE install folder if prompted

- click on "Active Mods" and add/tick UPMod (example)

- click on "Test Run" and check the log for errors (there should be none)

- click on "Launch with Mods" and voila, you should see this (in the bottom-left corner of main screen):

 

http://i.imgur.com/i7CWTt6.png OR:

 

oIyCWvn.png

 

note: UPMod does not conflict with IEMod, i.e. if you want you can check both. But only the bottom mod will edit the version string.

 

V2. If you have not used IEMod.

- download it anyway (link)

- unzip anywhere you want

- follow V1

 

 

 

P.S. I have tested it and it's completely stable for me. If you try it, please report how it goes for you ;)

P.P.S. Project source code: zip

P.P.P.S. Cross link to related post in Technical Support: link

Hi MaxQ, this patch of yours, is it still relevant with the current beta patch? i think some of the problems are still unsolved, but some of them have been fixed in the current patch? or can it be used safely? in fact, it will work for the current version of the game? i think the beta patch has changed the version too, and i think that's precisely what makes the patch not working, a couple of comments just above me confirm that it doesn't work currently, could you fix it if possible? it would be a shame to lose a patch that fixes several bugs.

Edited by davoker
  • Like 2
Posted (edited)
On 3/5/2025 at 3:52 AM, davoker said:

Hi MaxQ, this patch of yours, is it still relevant with the current beta patch? i think some of the problems are still unsolved, but some of them have been fixed in the current patch? 

Judging by official patch notes, none of the fixes from UpMod were included.

 

On 3/5/2025 at 3:52 AM, davoker said:

in fact, it will work for the current version of the game?

I haven't played PoE1 for few years, and haven't tried the last version of the game with CommunityPatch mod.

It will either load and work fine, or will crash instantly or soon enough.

 

On 3/5/2025 at 3:52 AM, davoker said:

i think the beta patch has changed the version too, and i think that's precisely what makes the patch not working, a couple of comments just above me confirm that it doesn't work currently, could you fix it if possible? it would be a shame to lose a patch that fixes several bugs.

I am not sure yet if I'll have the time for that. If it will be enough to recompile - then maybe. But no promises

Edited by MaxQuest
  • Like 2
Posted
8 hours ago, MaxQuest said:

Judging by official patch notes, none of the fixes from UpMod were included.

 

I haven't played PoE1 for few years, and haven't tried the last version of the game with CommunityPatch mod.

It will either load and work fine, or will crash instantly or soon enough.

 

I am not sure yet if I'll have the time for that. If it will be enough to recompile - then maybe. But no promises

Well, I won't expect anything then 😅

I reported the bugs in the official patch thread, both here and on Steam, I hope Obsidian sees it as with some bugs reported in this last patch and at least put solution to the bugs I could consider more serious, the DoT related ones at least.

  • Like 3

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