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Pillars of Eternity Coding/Hacking Thread

Bester

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Apart from fixing a few minor bugs in the mod, I'm only planning on playing the game for now, sry. ;)
No apologies needed! The mod is great, thank you for making my first playthrough closer to an IE experience.

Do you know if there is a way to change the default zoom level, btw? I searched, but haven't found a console command. setzoomdefault, for example, isn't recognized.

I don't believe there is one. But if you want to always play at the same zoom level and have it "locked", I suppose you could try SetZoomRange minValue maxValue where both of your values would be the same.
 

agris

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Yea, that's an option. I've expanded the zoom range to 0.5 to 2, and have mapped default to MOUSE3 (this is an option in the Controls options, so it must be hardcoded). I just wish default was the zoom level I wanted.
 

Kem0sabe

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Playing with the latest ie mod, you guys really should add 1680*1050 resolution solid Ui textures, it's one of the most common if not the most common resolutions on pc
 

Bester

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Updated the mod on nexus
- "fix backer names" mod now actually works
- "unlock combat inventory" mod now actually works
- cheat console commands are now actually unlocked
 

DosBuster

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Really sorry for this noob question but how do I start with modding in terms of poking around the code and quest/dialogue files or various other things?
 

Old Hans

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is there any way to change the damage numbers font? I want something like Darklands.
 

xxTheGoDxx

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Sorry if this was already asked (really no in thread search?) but is there a way in the IE Mod to change the art / texture of the attribute bar like there is for the rest of the ui? EDIT: And maybe the log frame as well?

Also, can you change the color of the selection circles and the placement of the "Game paused" message?
 

xxTheGoDxx

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Sorry if this was already asked (really no in thread search?) but is there a way in the IE Mod to change the art / texture of the attribute bar like there is for the rest of the ui? EDIT: And maybe the log frame as well?
Nevermind, found it. Must have been blind.
Ok, celebrated to early, can I change the none purple part of the attribute bar:
W0Wcp31.png
 
Last edited:

Bester

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Updated the Asset Editor for 1.0.2.0508: http://rien-ici.com/iemod/asset_editor

is there any way to change the damage numbers font? I want something like Darklands.
The asset editor has to be slightly improved to allow direct substitution of assets in assetbundles.

Really sorry for this noob question but how do I start with modding in terms of poking around the code and quest/dialogue files or various other things?
This is the only tool we have so far is the one I cited above, and the documentation is very lacking, there is a lot of stuff not written down anywhere that you need to know to use it.
As for dialogues, there is no tool for that yet, but they're in some xml format, which is readable and editable in simple txt editors.
 

Ellef

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I know it's experimental but I should let people know that the respec command is currently broken. You get multiple copies of your level one ability it seems on reload.
 

Bester

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Indeed, I'll add it to the description.

Sorry if this was already asked (really no in thread search?) but is there a way in the IE Mod to change the art / texture of the attribute bar like there is for the rest of the ui? EDIT: And maybe the log frame as well?
Nevermind, found it. Must have been blind.
Ok, celebrated to early, can I change the none purple part of the attribute bar:

Log frame - yes.
Abilities bar - no. I didn't expose this atlas.
 

DosBuster

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Hmm so I've noticed that Obsidian wrote their own quest and dialogue editors, wouldn't the source to their editors be in the various dll files? I haven't poked too deeply as I'm mainly referencing the two OEI.dll files.
 

Bester

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Hmm so I've noticed that Obsidian wrote their own quest and dialogue editors, wouldn't the source to their editors be in the various dll files? I haven't poked too deeply as I'm mainly referencing the two OEI.dll files.
No. Even if it was in form of a custom Unity Editor Extension, it wouldn't have made it in - the compiler ignores them when a project is being built.
But from the way it looks on their screenshots, it was definitely an external tool. Which makes sense, because they won't always be using Unity, and this tool may still serve them afterwards.
 

DosBuster

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Hmm so I've noticed that Obsidian wrote their own quest and dialogue editors, wouldn't the source to their editors be in the various dll files? I haven't poked too deeply as I'm mainly referencing the two OEI.dll files.
No. Even if it was in form of a custom Unity Editor Extension, it wouldn't have made it in - the compiler ignores them when a project is being built.
But from the way it looks on their screenshots, it was definitely an external tool. Which makes sense, because they won't always be using Unity, and this tool may still serve them afterwards.

Ah, interesting, so then in that case since as you said the dialogue files are just xml then does that mean we could theoretically build our own editor? (I may try this myself however I only know a small amount of C++ meaning it could go either way.) And if so, with the global variables and quest files are they similar cases?
 

Bester

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Hmm so I've noticed that Obsidian wrote their own quest and dialogue editors, wouldn't the source to their editors be in the various dll files? I haven't poked too deeply as I'm mainly referencing the two OEI.dll files.
No. Even if it was in form of a custom Unity Editor Extension, it wouldn't have made it in - the compiler ignores them when a project is being built.
But from the way it looks on their screenshots, it was definitely an external tool. Which makes sense, because they won't always be using Unity, and this tool may still serve them afterwards.

Ah, interesting, so then in that case since as you said the dialogue files are just xml then does that mean we could theoretically build our own editor? (I may try this myself however I only know a small amount of C++ meaning it could go either way.) And if so, with the global variables and quest files are they similar cases?
Yeah sure, you can make a stringtable editor. Somebody has to make one eventually.

Only explicitely typing iroll20s disables achievements.
So you can cheat using mods? Good to know none of the challenge achievements mean anything in that case.
If you want to look at it this way, yes. I see it differently. If a person wants to get all achievements, all they have to do is download a trainer that always keeps them at max hp with 25 stats. You can't protect achievements.
I unlocked console commands for people to use at their own discretion w/o having to worry about anything. If they need to repair something that happened to their character that is caused by bad game design or by a bug, they should be able to do so.
 

Jarpie

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Who cares about achievements anyway, unless they give you something in the game itself, like challenges in FONV.
 

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