Pillars of Eternity 2: Deadfire
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tydorius

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tydorius

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23 comments

  1. Artrain
    Artrain
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    Anyone found a way to get this mod working with 5.0?

    Edit: Okay got it to work. Looks like some of the format had changed. I recopied all the original ghost ship code from ships.gamedatabundle file (Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata). Just open it in a text editor and search "ghost". Once you've copied all the necessary bit, change all the values as the mod author had changed (or you can edit them to your own liking).

    Basically the end result should look the same as the original mod, bar some formatting changes in the code style here and there (I'm no software guy, so I don't know the right lingo).

    Also, I'm not sure it if makes much difference, but I added a design\gamedata\ folder in the original mod folder and put the modded ships.gamedatabundle file there. Thats how its shown in the modding tutorial.
  2. wintersbreath
    wintersbreath
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    For those who want to basically apply Fonferrus' skin on a Junk ship, use this mod: Glorious Ghost-Junk. Naval combat is bugged though but I suppose the below comment might help with that.
    https://www.nexusmods.com/pillarsofeternity2/mods/198

    Another problem is that the game doesn't recognize the modded ship as the ghost ship, just a regular ship (with a reskin). Therefore it won't survive Ondra's Mortar.
  3. Vhostymr
    Vhostymr
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    As of the latest patch, both versions of the mod are giving me ERROR, unrecognized ship AI maneuver messages when in the combat dialog instead of the descriptions of enemy movements :/
    1. petrdeeps
      petrdeeps
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      I had the same problem.
      It seems that Obsidian added an option to flee as an action available to ships in the latest patch.
      There is a super easy way to fix this mod for the latest patch.
      1) Open the ships.gamedatabundle in a text editor.
      2) Find the last action - it should be:
      {
      "Action": "BraceForImpact",
      "IsAvailable": "true",
      "Duration": 1
      },
      3) Add the flee action:
      {
      "Action":"Flee",
      "IsAvailable":"true",
      "Duration":1
      }
      4) This is what the end of the Actions section should look like now. Pay extra attention to commas as they are very important for proper parsing of the file:
      ...
      {
      "Action": "BraceForImpact",
      "IsAvailable": "true",
      "Duration": 1
      },
      {
      "Action":"Flee",
      "IsAvailable":"true",
      "Duration":1
      }],
      "MovementEffects": [{
      ...
    2. ArtesPRoSoul
      ArtesPRoSoul
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      Thank you! This helped me to fix another ship mod!
  4. TheLastoftheRomans
    TheLastoftheRomans
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    You should put this on the steam workshop
  5. Solinari33
    Solinari33
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    Just out of curiosity, I see in the file that it is possible to false the locked slots on the ship. If I were to open them myself, is this a bad idea? Can the ghost ship handle open slots for sails, wheel and hull etc?, and if it can, will it change its looks?
    1. ShadowTek
      ShadowTek
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      • 14 kudos
      Yes it can, you can also unlock the two special slots as well for the cpt quarters and the pet thing.
    2. robere10
      robere10
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      Also adding to what ShadowTek has already said, No, it does not change the look of the ship...Which is even better cause you can add the different ship mods and still keep the cool ghost ship look. Although, one of the lamps on the deck will be floating...as there is no mast to put it on...but other than that...
    3. aboutsurvival
      aboutsurvival
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      Could you post the file to unlock the slots? I wanted to steal the Fonferrus from the pirates and use it to sail to Ukaizo without them, but because you can't upgrade it this isn't possible. Honestly I felt like this was a huge oversight.
  6. WesSoto
    WesSoto
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    Sooooo what are the chances you'll make a better "submarine" version as well?? Better yet a better version for all the ships that aren't like the unstoppable "Junk" ship lol.

    Because I don't know about everyone else but I hated how I liked another ship (look-wise) more then the junk one. Yet had to pick it because it was overall better, and had more rest spots and extra spots in general.

    Maybe if possible have all ships as good as the junk one, yeah probably asking for a lot. Mind me, just seeing your mod makes me wish all of the ships had the same treatment because those are weak starter boats and not master ones like junk. =/
    1. Valamyr
      Valamyr
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      Honestly I havent explored how difficult it is to extract a specific file from the game, but I suspect not too hard. Once extracted into override file form, its trivial to edit the various values ourselves with notepad. So basically all you're asking for is finding the info on all ships and putting it in a .gamedatabundle plain text file. Im pretty sure OP could do it easily if he wanted, finding where ships were stored was probably the biggest part of the work.
    2. WesSoto
      WesSoto
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      I don't mind doing it myself either, can't I just copy and paste how the Junk ship data is and mimic it for the other ships? So then all ships are equal, yet at least then I could choose a ship based on its LOOK and not stats.

      After looking at the edited file for the galleon ghost ship tydorius created, it made me wonder if all I had to do was change the name of the ship. So it would affect the other ship instead of the ghost if that makes sense, and it would be as simple as editing a simple word. Then after repeat the process so all the other ships get the same benefits.

      I really hope someone can do this, surely I'm not the only one who doesn't mind picking a ship because they like how it looks. And not because its just better stat-wise so you have to pick it. Again don't mind doing it myself, would love some sort of bullet-point steps to help guide me though, very worried I'll mess up the game. Totally new to all this Valamyr, and truthfully it scares me to mess with the files lol.
    3. tydorius
      tydorius
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      I can do that. I'll take care of it tomorrow.

      I was disappointed by the number of upgrades you can buy in game, I was thinking about pursuing those next.
    4. tydorius
      tydorius
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      Here's the submarine version:

      https://www.nexusmods.com/pillarsofeternity2/mods/107/

      I'm going to make another mod that focuses on the core ships and differentiates them. i.e. sloops should be faster, etc.
    5. WesSoto
      WesSoto
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      Thank you so much tydorius, will later check out the submarine version you upgraded. :3
  7. trevol1983
    trevol1983
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    and the moths would you make a mod to change the look of the companions ? as the main character during the game!
    1. tydorius
      tydorius
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      I wish I were talented enough to modify companions or to make a mod to do such a thing. Best I could do would be to add new portraits, but that would require me to have artistic talent.

      At the moment I'm limited to adding or editing existing stats for things like items, ships, etc. Changing any of the art assets is beyond me for now.
  8. GMatthews
    GMatthews
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    Haven't gotten the ship yet, but kudos on one of the most detailed and helpful descriptions ever.
    1. tydorius
      tydorius
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      Heads up - When you get the ship, DON'T go to Dunnage with it unless you've made the decision to back the Principi in the end game.
  9. Valamyr
    Valamyr
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    • 13 kudos
    Interesting, this is the first ship mod I think Ive seen. You certainly made it powerful and worth using, but what about exploration travel speed? Thats a pretty important aspect that can usually be boosted a fair bit with sails etc. Unless its 'travel speed' is boosted as well, de-facto it would be the slowest ship in the game sadly. That seems pretty easy to mod though there's a line for it in your mod.
    1. tydorius
      tydorius
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      I completely forgot about travel speed, I was more focused on combat ability and supply.

      I'll boost it and reupload.
    2. tydorius
      tydorius
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      It's done - I boosted by 30% to account for the available upgrades. I also reset the maneuver turns to the base numbers, but uploaded another version that retains my maneuver turn changes.

      Ymyran Steel Anchor: +5% travel speed
      Arcane Lanterns: +10% travel speed
      Blackwood Hull: +5% travel speed
      Dragonwing Sails: +10% travel speed