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Pillars of Eternity Coding/Hacking Thread

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
For those who want a different res of IE mod - we need to know what layout you want

A - default layout with left portraits, right log
B - left log, menu, portraits
C - attack, portraits, log, menu
D - menu, log, portraits, attack etc

Here is one version of 1440x900

That custom portrait texture is just the one Karkarov likes, it's not the default

icT8fNTKtfsm.jpg
As for the 1680x1050 res, I leave it up to you. You can choose whatever you want, each of them is cool.
 

Zed

Codex Staff
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Codex USB, 2014
for max exposure, get rid of the backer silliness that made the rounds in media (uhhh, kotaku). that will make your mod bigger than hot coffee.
 
Vatnik
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for max exposure, get rid of the backer silliness that made the rounds in media (uhhh, kotaku). that will make your mod bigger than hot coffee.

I can't do anything with the memorials until I find them in game and inspect them with the Gameobject browser. So for the first playthrough, they're staying unfortunately.
 

mutonizer

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for max exposure, get rid of the backer silliness that made the rounds in media (uhhh, kotaku). that will make your mod bigger than hot coffee.

I can't do anything with the memorials until I find them in game and inspect them with the Gameobject browser. So for the first playthrough, they're staying unfortunately.

Hmm, try to screw around with UIMemorialManager from BB480 and prevent the Show method from doing anything? If you disconnect it, should just not do anything when you click on it. Of course, people "could" just not click on it in the first place :)
And could be different with the release version...
 

mutonizer

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Btw, totally unrelated but did you guys find a way to add custom voice packs in character creation per chance? Seems simple enough to replace existing ones but that'll probably overwrite all NPCs using that pack as well so could be nice to mod in couple more CUSTOM_XX slots in the list, and allow people to put in there own ogg files or something afterwards :)
 
Vatnik
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for max exposure, get rid of the backer silliness that made the rounds in media (uhhh, kotaku). that will make your mod bigger than hot coffee.

I can't do anything with the memorials until I find them in game and inspect them with the Gameobject browser. So for the first playthrough, they're staying unfortunately.

Hmm, try to screw around with UIMemorialManager from BB480 and prevent the Show method from doing anything? If you disconnect it, should just not do anything when you click on it. Of course, people "could" just not click on it in the first place :)
And could be different with the release version...
Yeah, seems like emptying the "Show" method could do the job, but I wouldn't do this blindly, I still need to see what happens in game if I do that.

Btw, totally unrelated but did you guys find a way to add custom voice packs in character creation per chance? Seems simple enough to replace existing ones but that'll probably overwrite all NPCs using that pack as well so could be nice to mod in couple more CUSTOM_XX slots in the list, and allow people to put in there own ogg files or something afterwards :)
Never looked into it. If it's implemented in a certain way, you can already do that with the asset editor. If it's implemented somewhat differently, then the asset editor needs to be improved to allow doing this.
 
Vatnik
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IE mod v4.3 patch notes.

Added a checkbox in Options -> IE Mod: Disable Movement Recovery Penalty as per Sensuki's request.

Added a checkbox in Options -> IE Mod: Autosave Before Transitions. Makes autosaves happen before transition, rather than after.

Fixed ~10 mod related bugs. (some were borderline major)

New console command "DisableRedCursor true/false" - allows you to disable the red disengagement cursor even if you're not using a "disable engagement" mod as per Sensuki's request.

New console command "DisableTooltipOffset true/false" - when you're using a custom frame, the large enemy tooltip in the upper left corner of the screen is automatically displaced 150 pixels to the right to accommodate for a possible left bar. However, Karkarov's frame doesn't have a left bar. So if you don't want it in its original position, type DisableTooltipOffset false. Also per Sensuki's request.

New console command that allows you to respec yourself or your party members (drops them to level 0 and allows you to relevel them up), or you can do the same thing, but also change their class.
The console command is ChangeClass <name> <Class>
As always, you must find the ingame name of your characters using the "FindCharacter command".
So let's say you want to respec your "BB Wizard".
Type in "FindCharacter Wizard". You'll get something like Companion_BB_Wizard(Clone)_4 in the console. This is the name you should use.
Now do ChangeClass Companion_BB_Wizard(Clone)_4 Wizard - your companion will fall down to level 0 and you'll be able to level him up differently from how he was.
Or type ChangeClass Companion_BB_Wizard(Clone)_4 Fighter - and he'll turn into a level 0 fighter instead.
Warning: do not attempt to transition/quit/save game while your character is level 0. You need to level him up first.
Also of note that this console command removes all abilities from a character, including their racial bonus. It will be back though - just level him up, save the game and reload, the racial bonus will reappear.
Another thing to consider is if you get some kind of special ability during the game that isn't accessible during leveling up, you will most likely lose it if you attempt to respec yourself.
Exercise caution with this console command, consider it experimental.

New a console command to allow you to rename creatures. This is important for when you respec into a Ranger, because your companion will be called something like BearCompanion.
So again, find your companion's ingame name, then use RenameCreature ingamename newname
Example: RenameCreature Animal_Companion_Wolf(Clone) Wolfie

Added a checkbox in Options -> IE Mod: Fix Backer Names. I've already talked about it here, so here's what you can expect instead of original backer names...
After reading Josh's post about races, cultures and names, I made some generalizations and took some shortcuts, but long story short:
- Humans and Dwarves are mostly from Dyrwood, Aedyr Empire, Old Vailia - these cultures use Old English/Anglo-Saxon and Scottish names. Males Females
- Humans and Dwarves also live in Vailan Republics, which use Italian "romance-y" names: Males Females
- Elves and Orlans are mostly from Eir Glanfath, where names are Cornish, Welsh and Irish: Males Females
- Hearth Orlands also have Nahuatl names, which is Aztec, but I said fuck it and didn't bother with that.
- Aumaua use Inuit/Icelandic names, as well as Maori (native new zealanders): Males Females
Not all elves are Glanfathans, some Orlans are Aedyrians, etc, but there will be no minorities in this mod :argh:

The thing is, I'm not sure there ARE backers of those races at all, because from what I've been told about the press release version's chapter 1, there are only human backers or humans and elves (it's hard to distinguish). Well whatever, I made lists for other races anyway, just in case.

I tried to filter them as good as possible, removing Geralts, Merrys and Pippins, Andrastes, Lindsay Lohans and that sort of thing (god... so many... i literally saw half of thrones' names), as well as things that sounded modern to me. However, I'm no linguist, so if you see some bad names, you have a few days to voice your concerns.
And seriously, if you don't like these names, say it.

Also Karkarov included a few more resolutions, as well as multiple atlases for you to chose from:
(simply go in Managed\iemod\buttons and place the version that you like the most in this folder)
Hopefully this is not final, because Sensuki and I asked for the classic one to have a green rectangle with right angles, instead of rounded ones.

Portrait%20Bar%20Image%20Guide.png
 
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Athelas

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Jun 24, 2013
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4,502
Excellent work, as usual.

I'll stick with the companions as they are for the first playthrough, tempting as the ability to respec them to their full potential might be.
 

Seari

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Pathfinder: Wrath
Bester how hard would it be to reduce spell fx, is it even possible? Nwn2 reduced spell fx was one of the most popular mods.
 
Joined
Mar 27, 2013
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Austin, TX
The most important hack is always increased run speed, so we can actually not waste time if we want to get through the game quicker.

Sensuki, you've slowed down run speed right? How would I increase it?

Thanks codexers
 
Vatnik
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Woke up. Got the confirmation that the current version is indeed the day-1 patch. Modding time!

Bester how hard would it be to reduce spell fx, is it even possible? Nwn2 reduced spell fx was one of the most popular mods.
Depends on what you mean exactly. Do you want to reduce their size, their flashiness, their what? Anyway, this would require to modify each particle effect separately.

Are you planning on removing the combat state restrictions?
I never thought about doing it programmatically before, but now you gave me an idea. OnLevelLoadFinalize - iterate through companions and set to false the "combat state only" bool on all their abilities. Might work.
 
Vatnik
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Ok, so just a linux version then.

Finished the windows version from the looks of it. We're going to test it for a couple of hours now just to make sure it's all good.
 
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Branm

Learned
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Apr 27, 2013
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472
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Ottawa
Woke up. Got the confirmation that the current version is indeed the day-1 patch. Modding time!

Bester how hard would it be to reduce spell fx, is it even possible? Nwn2 reduced spell fx was one of the most popular mods.
Depends on what you mean exactly. Do you want to reduce their size, their flashiness, their what? Anyway, this would require to modify each particle effect separately.

Are you planning on removing the combat state restrictions?
I never thought about doing it programmatically before, but now you gave me an idea. OnLevelLoadFinalize - iterate through companions and set to false the "combat state only" bool on all their abilities. Might work.
Huh this is the day 1 patch version? I thought there should be an option which lets you enable slow mode at start of any combat??? Was it cut?
 

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