files seems broken. Black screen on start. Yours are the only mod I use. Weird part is: it was working a year ago. Changing the files from the installation from one year ago fixed the problem. Could it be a problem with the download? It was a nightmare to make it starts.
I believe you can download dnSpy and edit your csharp dll directly. It's not hard, just change UsesTurn check in StrongholdEvent class for some events. For example, I changed tax and ingredients collect process from turn to days, because logic, but aventures are still turn based.
So it took me installing 3 different programs 11 hours of work and using 3 different diff checkers, but i figured it out, the "classes" that you need to copy from the mod in this assembly-csharp.dll are:
Stronghold StrongholdEvent StrongholdAdventure
Use this tool to compare your assembly.Csharp.dll against the one on this mod: https://www.diffnow.com/compare-clips Be sure to check in options: ""Ignore Comments" "ignore LinebreakStyles" And were it says "document type:" selec C/C#
there's a function in, i think StrongholdEvent, called copperbyroll you might have trouble copying that one from this assembly-Csharp into yours, if i recall correctly it's something about a variable's name, pay special attention there.
I've tested it in my game and after doing nothing but resting in caed nua for a minute or less taxes were collected, so i think it's working.
This is a backup of my assembly Csharp: http://www.mediafire.com/file/rvrrbwzleo9edb6/Assembly-CSharp-TurnsToDaysPlusLv24byEndgame.7z/file
I didn't want to post it becouse i'm not sure if it conflicts with any nexus rules, as the author did not include a "dead man's policy".
Do note that i also changed the exp requirements since i used a mod that allowed me to lv up to 24, changing the exp per level is way easier than copying the functions from this mod, i think i also increased the maximum adventurer cap.
This is the mod that allowed me to level to 24: https://www.nexusmods.com/pillarsofeternity/mods/173
I think you have to go to a header/file/structure named CharacterStats and find a function called expForNextLevel and another called expForCurrentLevel or something like that, both have 2 numbers that repeat in the same asignment defaults are 500 500, but i think i changed it to 185 185, again i can't remember. but that should be easier to modify, i don't even have dnSpy right now so, i can't change it to default and i saved this just in case i ever wanted to play PoE again.
That site you linked no longer works, at least for me. I get an error saying the file is too large. Can anyone explain how to use this and iemod together in simple English please?
Sorry I have no idea how to increase camping supplies try the obsidian forums, maybe they'll know, as for the file being too large, it's not for you to compare the whole assemblyC-sharp, but rather compare between 2 of the same "classes" (for example you'd compare the Stronghold class in the original assembly C sharp with the Stronghold class in the modded file and see what was changed and where)
I was just wondering, how did you edit the Assembly-CSharp.dll file? It's such crap, that it's impossible to work with! I wanted to mearge this mod with an idea I had for Weapon Focus talents.
Hello i was wondering which, clases(?) i think that's what they're called(?), you changed to do this, i was hoping to get the mod working but it just doesn't so i was hoping to copy the code from your mod into my assemblyCsharp with dnSpy (by copying them from your file) , i'm not exactly a programmer so i just can't tell what is it that you changed to make this.
Potential bug report here : since "Determination of Adventure type is set about 10 days before adventure spawns" I saw it is now entirely disconnected from the Prestige value of the Stronghold.
I assume you determine the type of quest randomly, but I apparently always fail to get the "Average" quests (the ones that used to last 2 turns). Maybe i just got boned by the RNG for a long time tho.
Possible to seperate the two totally unrelated mods as it should be? Not everyone who wants the stronghold mods wants the laci as well ;) As its seems the combined version contains improvements over the stand alone version that would be really nice to have the improved version as standalone as well.
and ideally as patch for the patchworklauncher to keep compatibility with other mods
The only change in 1.3 is the stronghold being attacked more often in late game. I thought them only to be reasonable for an op party like the one in LACI.
I heard my mod can be used with patchworklauncher. But I don't know how and won't try to figure it out, because I switched to poe2. Anyone willing to do the work feel free to mod my mod.
ok, that actually makes sense. if i want to try to play around own settings, at what parts of the 'branch' i have to look when open the assembly.dll in e.g ILspy? since its very tedious to find the changes you made (at least with my limited knowledge) edit: NVM, found your changes on github :)
maybe ill try to make a patchfile for it, if i understand how others did ... no clue yet .. but sounds interesting.
22 comments
It's not hard, just change UsesTurn check in StrongholdEvent class for some events. For example, I changed tax and ingredients collect process from turn to days, because logic, but aventures are still turn based.
I've got the same: black screen on start :/
I'm sure I used this mod last year without problem TT
Stronghold
StrongholdEvent
StrongholdAdventure
Use this tool to compare your assembly.Csharp.dll against the one on this mod: https://www.diffnow.com/compare-clips
Be sure to check in options: ""Ignore Comments" "ignore LinebreakStyles"
And were it says "document type:" selec C/C#
there's a function in, i think StrongholdEvent, called copperbyroll you might have trouble copying that one from this assembly-Csharp into yours, if i recall correctly it's something about a variable's name, pay special attention there.
I've tested it in my game and after doing nothing but resting in caed nua for a minute or less taxes were collected, so i think it's working.
http://www.mediafire.com/file/rvrrbwzleo9edb6/Assembly-CSharp-TurnsToDaysPlusLv24byEndgame.7z/file
I didn't want to post it becouse i'm not sure if it conflicts with any nexus rules, as the author did not include a "dead man's policy".
Do note that i also changed the exp requirements since i used a mod that allowed me to lv up to 24, changing the exp per level is way easier than copying the functions from this mod, i think i also increased the maximum adventurer cap.
This is the mod that allowed me to level to 24:
https://www.nexusmods.com/pillarsofeternity/mods/173
I think you have to go to a header/file/structure named CharacterStats and find a function called expForNextLevel and another called expForCurrentLevel or something like that, both have 2 numbers that repeat in the same asignment defaults are 500 500, but i think i changed it to 185 185, again i can't remember. but that should be easier to modify, i don't even have dnSpy right now so, i can't change it to default and i saved this just in case i ever wanted to play PoE again.
1 open "Assembly-CSharp.dll"
2 "-"
3 "CampingSupplies"
Yes, i can recall them, but still, its not exactly great. Anyone got some hints at how to deal with that?
[Edit] Oh, okay, the mission duration is still turn based, not timed based. It's only the mission availability that was changed to time-based.
Great mod man, my completionist heart loves it.
Potential bug report here : since "Determination of Adventure type is set about 10 days before adventure spawns" I saw it is now entirely disconnected from the Prestige value of the Stronghold.
I assume you determine the type of quest randomly, but I apparently always fail to get the "Average" quests (the ones that used to last 2 turns).
Maybe i just got boned by the RNG for a long time tho.
Cheers !
As its seems the combined version contains improvements over the stand alone version that would be really nice to have the improved version as standalone as well.
and ideally as patch for the patchworklauncher to keep compatibility with other mods
I heard my mod can be used with patchworklauncher. But I don't know how and won't try to figure it out, because I switched to poe2. Anyone willing to do the work feel free to mod my mod.
if i want to try to play around own settings, at what parts of the 'branch' i have to look when open the assembly.dll in e.g ILspy?
since its very tedious to find the changes you made (at least with my limited knowledge)
edit: NVM, found your changes on github :)
maybe ill try to make a patchfile for it, if i understand how others did ... no clue yet .. but sounds interesting.