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I have made a little mod many people have requested. The title should say it already.

https://github.com/Fhav6X/Stronghold-turns-to-days-Mod-Sttd-/releases/tag/1.2

 

also now on nexus mods

 

https://www.nexusmods.com/pillarsofeternity/mods/194

 

Stronghold turns to days is now on v 1.2 (final version).

 

for version 3.7.0.1318 of Pillars of Eternity

 

What does it do?
- This mod switches the turn based taxing, adventure spawn and ingredients spawn to day based.
- I kept "visitor killed" events turn based for logical reason.
- Anything else (Attacks, Visitors) have been day based from the start.

Taxing is now every 5 days and ingredients spawn every 24 hour. Adventures spawn roughly every 8 to 16 days. Determination of Adventure type is set about 10 days before adventure spawns.

 

Now all adventures take ONE turn to complete, despite of negative numbers shown in the description. (Reason is in post below)

 

To install it, follow the readme in the archive

 

Modification was done with dnSpy.

 

I also have to point out this assembly-csharp.dll is not written by me. I just modified it. The code is property of obsidian.

 

Here are the links to sttd + my new mod "level and ability cap increaser (LACI)"

 

https://github.com/Fhav6X/Stronghold-turns-to-days-Mod-Sttd-/releases/tag/1Sttd%2BLACI

 

and

 

https://www.nexusmods.com/pillarsofeternity/mods/194

Edited by Fhav6X

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Update

 

The mod is now on v 1.1.

 

https://github.com/Fhav6X/Stronghold-turns-to-days-Mod-Sttd-/releases/tag/1.1

 

  • Adventures spawn now time based
  • Adventure completion is still turn based
  • Adventures no longer dependent on prestige
  • fixed a ridicules dependency between prestige and security in the taxing algorithm
    (Prestige nullified security, if it got bigger. That is why one had outcomes like "500 Bandits/ 500 self" at 1pre 1sec
    and at 30pre and 30sec)
Edited by Fhav6X

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Did you check if the Assembly-CSharp.dll is really in the PoE Managed folder. It must have 3.661.312 bytes and has to be the only one their with this name.

 

It should not matter, if it is an already running game.

 

And also check, if resting 5 days (15 rests) triggers taxing?

Edited by Fhav6X

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Can I use the Patchwork Launcher to patch over this file to add other mods to it? If not, could you make a version of this file compatible with the Patchwork Launcher?


"As the murderhobo mantra goes: 'If you can't kill it, steal it.'" - Prince of Lies

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@protopersona

 

Without further look at Patchwork Launcher, I say: no, it is not compatible. And no I will not make a compatible version (not in the mood for it).

 

I intend to release my final version this weekend. I will release a list of all the changes I have done with it. Then you can make a file for Patchwork Launcher yourself.

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Went ahead and took the plunge. Used Patchworks Launcher to patch a few bug fix mods into your adjusted file. I have not encountered any errors or crashes so far. I'll keep you posted if that changes I guess.

 

You should really upload your final release to Nexus Mods. There's no other stronghold mods out there.


"As the murderhobo mantra goes: 'If you can't kill it, steal it.'" - Prince of Lies

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Version 1.2 is out.

 

It fixes a bug in the vanilla

 

see here https://forums.obsidian.net/topic/74559-bug-average-adventure-disappeared/

 

This bug occurs when a new adventure with the same turns as the current turns of an already existing one is engaged. Due to the use of the same turn-count variable the new adventure get out of bound and is removed as if it never have been there. To fix it, I had to give every adventure a different turn number.

The only playable solution was, to set the base duration of an adventure to 0 and subtract on turn for every consecutive adventure. This way the adventures show negative numbers, but will all be fulfilled on the next turn.

 

Why was this bug overlooked?

Well the circumstances for it to happen are very special and very rare in an unmoded game. Due to the higher rate of Adventures in my mod this is much more likely to occur.

 

It is sadly another example, why the turn system was not a good idea.

 

@protopersona

My mod changes file is now on the github page.

Edited by Fhav6X

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I made a new mod "level and ability cap increaser (LACI)" and added it to Sttd

What does LACI do?
- This mod increases the level AND the ability cap to level 20.  ( Yep, just 20 but with abilities ;). You won't know where to put them all )
- This mod removes the helm restrictions for Godlike. Their boons are worth nothing at level 20 and so this restriction is no longer justified.
- This mod removes the bonus xp for smaller parties and the penalty for not-in-Party-PCs. Main PC and all other party PC always get 130% of the base xp. Exception are PCs on adventure. They get the +X% xp extra. ( I to often found myself solo, missing a lot of comments from the others, just to get more xp for me and the companions)

 

Sttd got a minor tweek to its stronghold event chances. Otherwise its to boring in the endgame.

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@ Fhav6X

 

First, thanks for this mod.

 

Where did you make your edits in dnSpy? I'd like to try to edit it myself.

 

It's what I have been using to edit as well. Check out my posts.

 

Also (a bit off the topic), what about opening all pet slots and changing allowed classes for soulbound items. You seem to know the assembly fairly well.

 

Thanks again.

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Hello @Fhav6X,

Great mod man, my completionist heart loves it.

Potential bug report here : "Adventure type is set about 10 days before adventure spawns" and no longer depends on the Prestige value of the Stronghold.
I assume you determine the type of quest randomly, but I apparently always fail to get the "Average" quests (the ones that used to last 2 turns). 
Maybe i just got boned by the RNG repeatedly tho.

Cheers !

J.

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