Pillars of Eternity
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Siphonos

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36 comments

  1. Valamyr
    Valamyr
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    Tested all three spells under 3.03, unfortunately none are working right. Avoid until update.
    1. Siphonos
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      Even Ironskin?

      You can't cast it out of combat and it won't remain on?

      If you upgraded ur game just try deleting the file thats meant to be there and repasting this again.
  2. Damariusskyrim
    Damariusskyrim
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    Anyone know how to mod Spells to make Ally only Spells from Cipher self castable?
  3. Siphonos
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    *Update*

    Llengraths_Safeguard is not working, its not harmful to the game, just not functional it appears.

    I BELIEVE its because I have not gotten my updated 3.0 llengrath's_Safeguard and edited that, and instead just used the older version.

    If anyone would be so kind as to upload the original file somewhere and post me a link DL it and I'll change it to the mods version.

    Can't be bothered reinstalling the whole game to get one file.
    1. pikachu01
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      Here's mine. Unmodded and original:
      https://www.dropbox.com/s/0b6plo8fb4tam47/objectbundle.zip?dl=0
    2. Siphonos
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      Thanks man, I'll see about editing it later on, used to work perfectly, infact its the thing I had the least trouble with, so surprised it stopped working.

      Hopefully its just because its not the updated file I had, thanks again.
    3. pikachu01
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      No problem. Glad to help
  4. Siphonos
    Siphonos
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    Updating the mod to allow out of combat casts, as IEmod is no longer reliable.

    Also llengraths stopped working for 3.0, Its been fixed.
    1. pikachu01
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      Just noticed your mod. Seems like a pretty comprehensive change in spells. Will try it when I get home. Thanks!
  5. Sabal1984
    Sabal1984
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    Hey, nice mod you've got there, I'm having fun running it!

    I too feel that PoE is missing some much-needed defensive out-of-combat buffing.

    Tell me, what tools/editors did you use to modify the original game files to make your changes?

    I'd like to do some light modding (increase firearms damage, extend priest buffs, etc.), but I have no idea where to start.
    1. Siphonos
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      Unity.
  6. jannaleil
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    Apparently the spells don't last after battle. The DR-Bonus works fine, but my "Ironskin" is gone ones a fight is over.
    1. Siphonos
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      You sure it just wasn't used up?

      Its still for 10 hits remember.
  7. akeean
    akeean
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    Thanks!

    Is it 2.0 / White March compatible?
    1. Drizzard
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      I'm afraid not, I've currently got the Pink bug for all the defensive mage spells. I'm hoping for an update!
    2. Siphonos
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      yeah thats with the base too drizzard, I'm not sure how to get rid of the pink.

      If I do, I'll update it.

      But the EFFECTS of the spell work.
    3. Drizzard
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      I believe there's a small guide on the pink-bug under the improved pistols mod. It explains that the pink bug is caused by missing shaders, and how to fix it. A little too complex for the likes of me, but perhaps not for you.

      Here is the page in question: http://www.nexusmods.com/pillarsofeternity/mods/51/?tab=5&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fpillarsofeternity%2Fajax%2Fcomments%2F%3Fmod_id%3D51%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2767914&pUp=1
  8. Drizzard
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    Will you be updating this awesome mod any time soon, for 2.0 white march?
    1. Siphonos
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      It works with it already.
  9. Co0n
    Co0n
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    Suggenstion:

    don't make spells last forever.
    Either until rest or a fixed value (for example 5 Minutes).
    Having a defensive spell that lasts forever will just be cast and forgett - no tactical value.

    And don't buff them too much, the longer duration is a very good buff for itself already!
    1. Siphonos
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      THey don't last forever, just the contingincy, not the buffs you get when the contingency procs.

      I don't think you get what a contingincy is, its MENT to last forever.

      Just like in Baldurs Gate, the buff of the spell DOESN'T last forever, it lasts for its normal time, the contingency but to TRIGGER that spell lasts forever as you are ment to just cast it and forget about it.

      Thats what a contingency is, you set up a contingency if someone ever in the future tries to kill you in your sleep, but your contingency (say a trap or so) will go off saving you.

      Its the same with sorcerers spells, its makes sense from a lore and realistic perspective, thats what contingencies are ment to do, if a contingency only has 30 seconds to trigger then its not really a contingency its a pre-planned move.

      Anyway as I was saying in bg1/2 contingencies wern't OP and you could add a lot more powerful effects than what llengraths safeguard gives you.

      The fact it doesn't last forever in base breaks my immersion.

  10. alstrekalov
    alstrekalov
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    Awesome, thank you!

    On a side note, would you be able to -remake- and possibly expand the weapon focus abilities? So for example more abilities with a focus on each type of weapon, but stronger than the original +6 accuracy for a random bunch, etc. Personally I really dislike the current spread; noble, peasant, ruffian, etc. Seeing as someone is actively modding spells, I figured I could ask about talents.

    Endorsed btw.

    EDIT: Perhaps you could alter potions that have the same effects in vanilla to behave similarly?
    1. Siphonos
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      Meh I think potions are fine, I'll leave them, and yeah sure I may be able to do that with the talents.

      Its difficult though, I thought it was my modding skill, but honestly as wonderful and creative as this game is, its pretty amatuerly coded and made in the form of effects, a lot of it doesn't work, even in their own game.

      For example the barb skill carnage makes your gauns ring heal all ENEMIES around you and thats just a just a part of the basic game.

      So much stuff that conflicts, and unlike other games I've modded, (it took me awhile to notice this) the modded files seem to have this strange thing of saving code I delete and change and even though it doesn't show up its still hidden somewhere.

      I found out on another mod of mine I had to just start again from scratch with all my info and change stuff instead of constantly making edits as it just made the file a mess, even though I was deleting scripts and codes that were set in and replacing them.

      Its very strange, but yeah the weapon stuff doesn't sound too diffcult, but what exactly were you hoping for?
    2. alstrekalov
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      Thanks for the reply.

      I was actually hoping for an extended weapon focus, specialization, and mastery. In vanilla you have adventurer, knight, peasant, etc, which all give a pretty random set of weapons a boost. I personally think it would be best to divide the groups so that you could have, for example; sword focus, followed by sword specialization, and then sword mastery, rather than having to fit into one of the archetypes. For balance, the boost given could be raised; so instead of +6 accuracy off of focus for a group of weapons, maybe +10 accuracy for one weapon.
    3. Siphonos
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      Well why don't you just pick one of the masteries thats got a sword in it? (its knight right?)

      And I can just make all the current groups give like 15+ accuracy.

      Also do you mean 3 separate talents that lead into each other getting stronger and stronger?

      Because I can't do that, infact I've not seen one person so far thats even been able to edit core abilities, spells and items ect like I have, let alone make a separate new ability.

      For the record I did try to make a level 6 mage spell I called Dragon HIde which was a much stronger ironskin but with Negative bonuses to balance it and I made it all properly but It wouldnt show up to select when leveling up.

      So I can't make separate talents yet, there are no tools to edit this game, I'm doing it all by testing little things here and there and seeing how the work and what they change.

      So yeah, If you like I'll just make all the specialization groups give 15+ accuracy, I don't think its even close to OP at all, its a full talent for something that effects a really niche thing, I think it should be at LEAST 10 and 15 seems pretty fair to me.

      If you like the sound of that tell me and I'll see what I can do.
    4. alstrekalov
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      I see, thanks for the consideration. :)

      To clarify: Two talents already exist (for fighters at least) - specialization and mastery. Spec adds +6 acc to a group of weapons, mastery boosts the damage of the weapons. Mastery is unlocked by having a corresponding specialization in one of the branches.

      I guess my question -would- have been if you could split the groups into single weapon talents but retain the progression; so i.e. rapier specialization unlocks rapier mastery - then buffing the talents to compensate for the talent only affecting one type of weapon.

      But seeing as you can't split them like that, which is unfortunate, that's alright, I won't bother you with it. Thanks for the consideration tho. If you ever do figure out how to do it and to get 'em working, maybe you'll consider making a small mod like that. :)

      My main thing is that I really don't like the six talent groups that they have, and the actual bonus that you get (+6 acc from spec, x1.1 dmg from mastery) just seem to weak for the rather random groups of weapons. Perhaps a way of working within the current system would be to split the weapons into different groups; blades, blunt, and pole-arms for example. That is to simply alter the six groups. Though they can still use a bit of a buff though I think.
    5. alstrekalov
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      I think I figured out a way to split the 28 weapons into six talents, though it IS uneven and leaves out unarmed. I feel like this way the specialization chosen would be more meaningful for the type of character one is playing:

      Firearms:
      pistol, arquebus, blunderbuss (3)

      Magic Implements:
      scepter, rod, wand (3)

      Archery:
      crossbow, war bow, hunting bow, arbalest (4)

      Two-Handed/Heavy Melee:
      morning star, quarterstaff, pike, estoc, pollaxe, great sword (6)

      Fast/Quick(?) Melee (probably not the best name):
      flail, club, dagger, hatchet, stilleto, rapier (6)

      Medium/Versatile(?) Melee (probably not the best name):
      mace, war hammer, sword, sabre, battle axe, spear (6)
    6. Siphonos
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      If they release some official tools in the future I'll do some more complex stuff, because atm if you look at all the mods they are very sparse and the only ability and core changes anyone has done has been to simple download older patches and copy and paste older files so people could use previous patch stuff, not really any actual code changing and script changing.


      So I've been doing a lot with basic non-tools, so if they do release official tools that should be pretty easy.

      But btw, you know there is a talent you can get called "savage" attack and it increases all damage done by 20% with only -5 accuracy, on hard, solo my mage hits almost all the time and well I'm a wizard, a lot less accuracy, with 15+ to the current talents and using that you should hit tons, unless you're also a wizard.

      Also yeah I know what you mean by the weapon sets, its not that I don't understand that simple concept, its just that I don't have the actual tools to do that I believe.


      EDIT: Ah I see what you want now, well I can make each focus +10-15 accuracy and each mastery 20% more damage instead of 10%? hows that sound? I've done that now and uploaded the mod for you and everyone.

      I don't even want to attempt splitting what does what, apparently the Knight/adventurer/ect is a hard coded effect in itself and each weapon isnt seperately added into the file that represents the talent, so I'm not even sure the developers could edit this talent in such a way, you'd have to replace it from scratch perhaps.

      Also you'd probely call "fast/quick" Dual Weapons or Duelist.
    7. alstrekalov
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      Oh sweet, just saw your True Mastery mod. Thanks, I'll give it a spin.

      if we ever get tools and you get around to it in the future, lemme know about doing more complex stuff. I might have some other ideas to throw at you that others might like. Thank you! :)

      EDIT: should have probably posted the comment there. oh well.
    8. Siphonos
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      Btw the new mod (True Mastery) is untested, It should be totally fine, but this games weird, sometimes minor changes that shouldn't effect anything make it not work, so tell me that its all working when you can.