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Pillars of Eternity Coding/Hacking Thread

Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
Was checking out one of the new mods, the no auto saving on transition mod and it makes a considerable difference in terms of load times, problem is its not compatible with the ie mod, any chance of including it in future updates?

When you see mods like that, you should be telling the authors about the IE mod, about the fact that it's also an open source and modular modding framework, and invite them to make commits, not the other way around ;) First of all, they might do much more when they see all the possibilities, and second of all, well, just pressuring them into making compatible mods is always a good idea anyway.

I can write a console command for that in 5 minutes, but I'd rather give this guy a chance. Leave him a comment with this link https://bitbucket.org/Bester/poe-modding-framework/
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
I'm looking for it but i can't find the file related to memorial text.

Someone knows where it is located? thank you
IS there a way to modify\remove memorial texts???

It's BackerMemorials.xml in resources.assets. You can get at it with Unity Asset Editor/Explorer. With editor you can easily export the full xml or edit it in the program. I think importing it back is a different matter. I haven't messed around with that much.

l

Thank you.

I found a viewer\editor and i found the text part, but even if i modify them, save all and overwrite, it seems to not save changes. when i open the file again, original text is still there.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
I'm looking for it but i can't find the file related to memorial text.

Someone knows where it is located? thank you
IS there a way to modify\remove memorial texts???

It's BackerMemorials.xml in resources.assets. You can get at it with Unity Asset Editor/Explorer. With editor you can easily export the full xml or edit it in the program. I think importing it back is a different matter. I haven't messed around with that much.

l

Thank you.

I found a viewer\editor and i found the text part, but even if i modify them, save all and overwrite, it seems to not save changes. when i open the file again, original text is still there.
What is it exactly that you want to do? Rewrite their text to fit the lore? There's over a hundred of entries. And most of them are... beyond saving.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
I'm looking for it but i can't find the file related to memorial text.

Someone knows where it is located? thank you
IS there a way to modify\remove memorial texts???

It's BackerMemorials.xml in resources.assets. You can get at it with Unity Asset Editor/Explorer. With editor you can easily export the full xml or edit it in the program. I think importing it back is a different matter. I haven't messed around with that much.

l

Thank you.

I found a viewer\editor and i found the text part, but even if i modify them, save all and overwrite, it seems to not save changes. when i open the file again, original text is still there.
What is it exactly that you want to do? Rewrite their text to fit the lore? There's over a hundred of entries. And most of them are... beyond saving.

I wanna rewrite text because they're not translated in my local version (still in english). Can you suggest me a way to do that? I tried unity asset editor beta 3.0
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
I wanna rewrite text because they're not translated in my local version (still in english). Can you suggest me a way to do that? I tried unity asset editor beta 3.0

First of all, why on earth would you want to translate that immersion breaking shit?
And second, yeah, I could expose the xml, but this would require the IE mod to be installed. There are 579 memorial entries (with 1 title and 1 body per entry). It's like translating what some neckbeard asshole wrote in the snow while peeing, multiplied by 579. You seriously have nothing better to do?
 
Last edited:

Torrasque01

Prophet
Joined
Nov 29, 2013
Messages
278
Bester I get this error when I open two_handed_weapon_ability.unity3d in the asset editor:
TypeLoadException: Could not load type 'UnityEngine.Serialization.FormerlySerializedAsAttribute' from assembly 'Assembly-CSharp'.
UnityEngine.AssetBundle:LoadAll()
BundleEditor:Init() (at G:/UNITY Projects/Test2/Assets/Editor/BundleEditor.cs:40)
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
I wanna rewrite text because they're not translated in my local version (still in english). Can you suggest me a way to do that? I tried unity asset editor beta 3.0

First of all, why on earth would you want to translate that immersion breaking shit?
And second, yeah, I could expose the xml, but this would require the IE mod to be installed. There are 579 memorial entries (with 1 title and 1 body per entry). It's like translating what some neckbeard asshole wrote in the snow while peeing, multiplied by 579. You seriously have nothing better to do?

I would translate the good ones and modify the crap with newer, lore related stuff.

I have 3 questions Bester if you don't mind:

-Is it possible to reduce the amount of entries without creating issues (crashes, etc) ?

-Is it possible to disable\erase memorials at all?

-How do you import back the Xml without creating issues? I extracted the xml, modified (for testing) and imported back, but it didn't work.

Thank you
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
Bester I get this error when I open two_handed_weapon_ability.unity3d in the asset editor:
TypeLoadException: Could not load type 'UnityEngine.Serialization.FormerlySerializedAsAttribute' from assembly 'Assembly-CSharp'.
UnityEngine.AssetBundle:LoadAll()
BundleEditor:Init() (at G:/UNITY Projects/Test2/Assets/Editor/BundleEditor.cs:40)
Works for me. You must have the wrong Unity version.

I wanna rewrite text because they're not translated in my local version (still in english). Can you suggest me a way to do that? I tried unity asset editor beta 3.0

First of all, why on earth would you want to translate that immersion breaking shit?
And second, yeah, I could expose the xml, but this would require the IE mod to be installed. There are 579 memorial entries (with 1 title and 1 body per entry). It's like translating what some neckbeard asshole wrote in the snow while peeing, multiplied by 579. You seriously have nothing better to do?

I would translate the good ones and modify the crap with newer, lore related stuff.

I have 3 questions Bester if you don't mind:

-Is it possible to reduce the amount of entries without creating issues (crashes, etc) ?

-Is it possible to disable\erase memorials at all?

-How do you import back the Xml without creating issues? I extracted the xml, modified (for testing) and imported back, but it didn't work.

Thank you

If you don't want an entry to appear, give it an empty name.

If you make zero entries - you'll see the Lorem Ipsum text, so always leave at least one.

d473a172ac087191d363dfd53699ffac.jpg


Here's the file for you to work with https://dl.dropboxusercontent.com/u/62420848/MemorialEntries.xml

This function will be available in the next version of the ie mod. When it comes out, just place your modified MemorialEntries.xml into the /iemod folder and the game will start using it.
 
Last edited:

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
Would it be possible to mod out elemental damage visual effects on weapons? In BG Varscona did cold damage as well but it didn't look like a blue glowing stick.
 

Torrasque01

Prophet
Joined
Nov 29, 2013
Messages
278
Bester I get this error when I open two_handed_weapon_ability.unity3d in the asset editor:
TypeLoadException: Could not load type 'UnityEngine.Serialization.FormerlySerializedAsAttribute' from assembly 'Assembly-CSharp'.
UnityEngine.AssetBundle:LoadAll()
BundleEditor:Init() (at G:/UNITY Projects/Test2/Assets/Editor/BundleEditor.cs:40)
Works for me. You must have the wrong Unity version.
Yep I was using 4.5.1 so I upgraded to 4.6.1 and it works fine now.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
Would it be possible to mod out elemental damage visual effects on weapons? In BG Varscona did cold damage as well but it didn't look like a blue glowing stick.
I'll try to make the asset editor work better after I finish the game. If I manage to do that, these things will be easy to mod.
 

Mareus

Magister
Joined
Apr 5, 2008
Messages
1,404
Location
Atlantis
Hey guys! Is there a way to toggle walk function for playable characters in the console? I really hate it when my characters run like maniacs everywhere they go. Perhaps there is already a mod for it? I would appreciate any information about it. So far its the only thing that prevents me from fully enjoying the game.

And no, slowing down the game is not what I am looking for.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,405
Divinity: Original Sin Divinity: Original Sin 2
Hey guys! Is there a way to toggle walk function for playable characters in the console? I really hate it when my characters run like maniacs everywhere they go. Perhaps there is already a mod for it? I would appreciate any information about it. So far its the only thing that prevents me from fully enjoying the game.

And no, slowing down the game is not what I am looking for.

during development many people demanded this but I guess there was no time. maybe with a patch or future expansion?!
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
Hey guys! Is there a way to toggle walk function for playable characters in the console? I really hate it when my characters run like maniacs everywhere they go. Perhaps there is already a mod for it? I would appreciate any information about it. So far its the only thing that prevents me from fully enjoying the game.

And no, slowing down the game is not what I am looking for.
It may be possible to do it out of combat. In combat, however, it's much more complicated.
 

Mareus

Magister
Joined
Apr 5, 2008
Messages
1,404
Location
Atlantis
Hey guys! Is there a way to toggle walk function for playable characters in the console? I really hate it when my characters run like maniacs everywhere they go. Perhaps there is already a mod for it? I would appreciate any information about it. So far its the only thing that prevents me from fully enjoying the game.

And no, slowing down the game is not what I am looking for.
It may be possible to do it out of combat. In combat, however, it's much more complicated.
Well, I don't need to walk in combat. In combat I will run. However I do want to have an option to walk out of combat as every other character in the game. So if you know the console command I would really appreciate it. I dont want to enter the tavern running ever again. It makes my party look like barging mad.
 

Mareus

Magister
Joined
Apr 5, 2008
Messages
1,404
Location
Atlantis
Hey guys! Is there a way to toggle walk function for playable characters in the console? I really hate it when my characters run like maniacs everywhere they go. Perhaps there is already a mod for it? I would appreciate any information about it. So far its the only thing that prevents me from fully enjoying the game.

And no, slowing down the game is not what I am looking for.
It may be possible to do it out of combat. In combat, however, it's much more complicated.
PS. On your site I found this:
3. Force an NPC who is not a party member to walk somewhere
AIPathToPoint id1 id2 movementType
id1 = it's the guy who you want moved. For example NPC_Medreth_Guard_Dwarf
id2 = it's where you want the guy to go. You can give him anything you can find in FindObject or FindCharacter... You can give him TurningWheel(Clone) or NPC_Villager_Female_03 and he'll go there. He won't go if he can't reach that place.
MovementType = it's a number 2, 3 or 4... 2 = walk, 3 = run, 4 = sprint
Example: AIPathToPoint NPC_Medreth_Guard_Dwarf NPC_Villager_Female_03 2

So there should be some console command for forcing the playable characters to walk instead of run. I don't mind being able to walk only out of combat, since walking in combat makes very little sense anyway.
 

Zekzt

Literate
Joined
Mar 30, 2015
Messages
5
I spotted something wierd in asset editor :

http://rien-ici.com/iemod/asset_editor

Whenever i edit anything, for example Transformation label in tln_bonus_spiritshift_stag and save the file, when i repoen it again, the label is doubled [and im sure not only this one, i'm sure more of them duplicates as well].


Another thing :

http://www.nexusmods.com/pillarsofe...age=1&sort=DESC&pid=0&thread_id=2719564&pUp=1

Mod author gaved me few pointer how he managed to edit Arcane Veil skill.
When i tried to recreate it the same way - my results were difrent. My file hex values have not been the same as the author ones.

I cant figure out where im doing it wrong ^^...
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,937
Hey Bester, sorry to pester you so much recently but would you consider adding two capabilities to the IE mod: the ability to set the default zoom level, and set the Fog of War gamma/brightness/whatever. The FoW is too damn dark in this game. I calibrate my monitors correctly, but when it's remotely sunny in my office the FoW'd map is almost impossible to see unless there's high-contrast art behind the FoW.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
Hey Bester, sorry to pester you so much recently but would you consider adding two capabilities to the IE mod: the ability to set the default zoom level, and set the Fog of War gamma/brightness/whatever. The FoW is too damn dark in this game. I calibrate my monitors correctly, but when it's remotely sunny in my office the FoW'd map is almost impossible to see unless there's high-contrast art behind the FoW.

1) Zoom - in the next version.
2) FoW - try a matte lcd?
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,937
Hey Bester, sorry to pester you so much recently but would you consider adding two capabilities to the IE mod: the ability to set the default zoom level, and set the Fog of War gamma/brightness/whatever. The FoW is too damn dark in this game. I calibrate my monitors correctly, but when it's remotely sunny in my office the FoW'd map is almost impossible to see unless there's high-contrast art behind the FoW.

1) Zoom - in the next version.
2) FoW - try a matte lcd?
thanks, and I'm on a matte screen man. IPS. I take that shit seriously.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Here 's the quote from Roby Atadero dev on official forum

"We looked into this some more and it seems the map sometimes layers incorrectly and ends up becoming darker because of it. This has been fixed for the next patch. We also went ahead and lightened up the explored but not visible areas for more readability as well"
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
How about modding in a hotkey that toggles everyone's weapon sets? Right now I feel like most of my time in combat is spent switching weapon sets after the opening volley of gunfire.
 

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