Tosho Posted May 17, 2018 Posted May 17, 2018 How would one go about by doing this? Or can someone make a mod that does this for me? I just wanna play a Wizard/X and have the conjured weapons not suck. The dmg and healing from Concelhauts staff is really bad.
nightcobra Posted May 17, 2018 Posted May 17, 2018 try making an override folder in PillarsOfEternityII_Data and put a copy of the abilities.gamedatabundle file located in this directory Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\design\gamedata. then you can edit the abilities.gamedatabundle file you put in the override folder for example, open it with notepad++ and then search for the spells you want to alter (like ctrl-F concelhaut) example for concelhaut parasitic staff (you'll see this code): { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Concelhauts_Parasitic_Staff", "ID": "f16dfb75-6526-46dc-903c-872d9eccb71e", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7", "92121659-013a-42d7-9ee7-7eb05fe34a63"], "DisplayName": 401, "Description": 843, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "GenericSpellCast1", "Icon": "gui/icons/abilities/wizard/concelhaut_parasitic_staff.png", "UsageType": "Spell", "UsageValue": 0, "AbilityClass": "Wizard", "AbilityLevel": 1, "IsPassive": "false", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "DurationOverride": 0, "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": ["7d150000-0000-0000-0000-000000000000", "ChangeForm"], "UnrealCall": "", "FunctionHash": 998426332, "ParameterHash": 413157789 }, "Not": true, "Operator": 0 }] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "ef01fb28-3c28-4672-92c6-06caa12ff964", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "5adb80c9-5a7f-4e44-a2de-2e0a7921777e" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" }] }, { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Concelhauts_Parasitic_Staff_Summon", "ID": "2ff7c1fb-681e-44e7-83ba-a6db84268ed6", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7", "92121659-013a-42d7-9ee7-7eb05fe34a63"], "DisplayName": 401, "Description": 843, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "GenericSpellCast1", "Icon": "gui/icons/abilities/wizard/concelhaut_parasitic_staff.png", "UsageType": "PerRest", "UsageValue": 1, "AbilityClass": "None", "AbilityLevel": 1, "IsPassive": "false", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "DurationOverride": 0, "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": ["7d150000-0000-0000-0000-000000000000", "ChangeForm"], "UnrealCall": "", "FunctionHash": 998426332, "ParameterHash": 413157789 }, "Not": true, "Operator": 0 }] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "ef01fb28-3c28-4672-92c6-06caa12ff964", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "5adb80c9-5a7f-4e44-a2de-2e0a7921777e" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" }] } try changing the values on the highlighted section and see if there's a difference in damage and duration of the spell (haven't tried this yet so i'm not sure if it'll have the desired effect) 1
aweigh0101 Posted May 17, 2018 Posted May 17, 2018 Remember to check out statuseffects bundle file as well, for example the DMG multipliers for things like the Proficiency modal abilities are in there (for the proficiencies that alter DMG).
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