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  1. 514
    514
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    Updated for version 1.3.7.1377

    Mod is tested using Steam version of PoE, i apologise if this does not work on other platforms,
    added that this is mainly meant for steam in mod name.
  2. Belkine
    Belkine
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    Hi! The mod looks awesome but it doesn't work anymore with the current steam version (3.8.0.87535). Is an update possible?
  3. krupaluk
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    Hello there,

    very interesting mod - thank you for it. It actually pushes me to investigate the possibility of getting know how to do it and since a do a bit of coding myself and quickly got into it.

    Quick question though. I noticed you added following code to line 117 (or such) in BestiaryManager:
    PartyHelper.AssignXPToParty(Mathf.FloorToInt((float)(form.TotalExperienceGained / form.KillsToMaster)), true);
    which as I understand should calculate xp based on beast type (I guess it is obtained from 'form' class and assign this xp to the party.
    - this is great and makes sense to me.

    However you still kept the original line which also calculates and assigns xp on line 169:
    PartyHelper.AssignXPToParty(num3, true);
    If I am not mistaken this will cause that party gains double xp until the bestiary limit is reached since both rows assigns xp. After particular beast kills limit is reached than only first row will keep adding xp... but until then it seems you get double.

    Am I missing smth?
    Thanks
    1. krupaluk
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      Ok... I tested it and it seems I was right... I got xp doubled
      I got this twice:
      Party gained xx experience.

      After I commented this line like this:
      // PartyHelper.AssignXPToParty(num3, true);

      I started to get the message only once which I think is correct.
      I suggest you update the mod - if that is what you wish of course - unless of course getting xp doubled until bestiary limit is reached was the intentionally kept that way ;-).
    2. 514
      514
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      I left that in intentionally, so filling the bestiary is still rewarded.

      Sure, i guess, you get more XP, but the mod is intented for solo play, so I thought why not.
    3. 514
      514
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      Credited for idea in mod https://www.nexusmods.com/pillarsofeternity/mods/366
  4. krupaluk
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    One more nosy comment from me... :-)
    Not sure why but the mod causes that cloaks that you put to your characters are not visible... 
    1. krupaluk
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      Damn I should put this into bug section instead of here... Oh well... ;-)
    2. 514
      514
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      Are you sure about this ? I think there was a game config to hide cloaks, check if thats enabled, or maybe some mod.

      This mod does not alter any logic for displaying or hiding cloaks, I can't fathom why would that  be happening.
    3. krupaluk
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      Hehe... no idea why... Anyway I already finished and playing Deadfire... cheers!
  5. bikko
    bikko
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    Hi, love the mod. I don't suppose there's a way to just get the 'Kills grant XP even if bestiary is 100% done' feature without the rest?
    Would love to play with that!
    Thanks in advance.
    1. 514
      514
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      Heres the mod:

      https://www.nexusmods.com/pillarsofeternity/mods/366
  6. hikeemt
    hikeemt
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    How did you create the unlimited combat XP with a full bestiary?
    1. hikeemt
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      oh snap you even put it in the images
    2. 514
      514
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      Yeah, feel free to use it in your own mod, crediting the solution welcome ;D
  7. Xarex22
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    Does it work with the linux steam version?
    1. 514
      514
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      Yeah, I use Linux and its just a replacement of a single .dll file, so it should just work.
      Sadly using .dll overwrite mods makes this mod incompatible with other mods that modify this .dll file.
  8. ahbvrh
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    Quit question , I saw you modified the ExperienceNeededForNextLevel method for the XP - when trying to modify it myself  using dnspy I'm getting errors about damagepacket missing from the global namespace. which assembly do you need to add as reference to resolve this dependency ?
    1. 514
      514
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      Interesting, I did not encounter such an error.
      All I ever did was unpack the one .dll file, make changes and pack it up again.

      I think you have to initialise all the various parts of the .dll, all the classes/functions have to be loaded in memory, try browsing various "files" in the .dll that the dnspy unpacks, maybe that will do the trick.

      Oh, and there is various ways how to modify values in dnspy, you cant always use the text editor and you have to edit the number values using hex, careful to use the correct data type as well (for example 200 is not the same as 200.00 in terms of data type and you have to manually set that with dnspy)
  9. NuclearFallout23
    NuclearFallout23
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    This is the only mod of its kind don't abandon it !! try and balance it as much as possible, this kind of game is awesome but the party micromanagement sucks ass and sucks the joy from it, amazing mod !
  10. nigelton
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    can you add stronger enemys on PotD, they get bonus by default, but if they get twice more bonus stats or x3 it will be interesting.  i rly like when battles take more time, but most enemys have so few HP in this game and 12+ lvl custom party oneshot most of them

    https://www.nexusmods.com/pillarsofeternity/mods/245?tab=posts
    as example this mod have good enemy scaling options but it hardly unbalanced in loot and gold income, have billons coins in early game not so fun
    1. 514
      514
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      I also tried using that mod, unfortunately it does not work for me, so I made this mod.

      I'd appreciate feedback if the mod works or not even, as I did not realise that the .dll file might be different depending on OS of user (although the .dll file contains logical conditionals for comparing if user is on winOS or mac or linux, so my assumption is that it should just work for everyone).

      As for enemy scaling...there is CharacterStats that govern everything in the game (like master file for stats), tweaking that file would affect every single char in the game (including player's party), to tweak individual enemies, one would have to manually tweak xml files that feed the bestiary (I think).
      POE is bonkers in how it calculates damage (either you hit like wet tissue or you demolish everything with crits, all because of accuracy vs deflect linear calculation - DUMB DESIGN)
      I agree that just adding more HP might bring more fun, but then one would also need to scale every spell up in the game (as spells are already stupidly underpowered in this game).


      tl;dr: I'm not sure if im invested in the game that much to study more of its .dll files. I could simply slam more HP on everything if that is what you want and release a separate mod, but it would be completely unbalanced, spells would become meaningless in terms of damage they do, and early game would require one to avoid all combat for a while.
  11. 514
    514
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    If you find something completely wacky during your playthrough let me know.
    I already tuned down the culture bonuses because Kith enemies with 30 Might or 30 Perception were stretching my rump. Shortstack dwarf Ranger had 31 Perception and that was a bit too stronk.
    So yeah, balance the imbalance lol.

    My focus will always be fun and sometimes too much power aint fun any more.