Pillars of Eternity 2: Deadfire
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SpellAndShield

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9 comments

  1. meltphace45
    meltphace45
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    Hello first thanks for your work with these mods. I wanted to tweak this mod for my own knowledge and it seems the effects aren't applying on a game/character already in progress. Everything works when I make a new character. Is there a reason you know of for this? Some of the modifications work on the in progress character but some don't i.e. attackspeed, +5 accuracy. It's interesting because I don't see any reason why..as each object uses "ApplyOnStart". I don't know much but do you have any direction I could go in or is it just how the game works that these changes wouldn't apply to an already in progress character? I also tried retraining to no avail. I also don't think there is any conflict between mods as it works on a new character, but IDK. Thanks!
  2. Fargol
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    I'm using the Turn-Based Mode, and I don't think the mod works in entirety. This is a previously saved game ...

    W/Out ModWith Mod
    Damage23-3325-36
    Action Speed (Initiative) 67
    Accuracy 48 48
    Penetration 11/11 11/11

    So Initiative went up a notch and Damage went up around 10%. I disabled any mod that might evenr emotely conflict (anything Fighter related). When I mouse-over the stats, I do see +15% (damage) and +2 Pen for Devoted, but nothing for Initiative or Accuracy (no Devoted bonus for those two). The weapons equipped are definitey Proficient. Also, Initiative increased which I don't think it's supposed to do.

    I also tried it with a new game and made the same multi-class character using Devoted / Skald (used TrueSkald mod which I assume wouldn't conflict). I saw the same things - bonuses showed for Damage but none for the others (Initiative remained the same).

    Should the mod be compatible with turn-based mode?
    1. SpellAndShield
      SpellAndShield
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      I am honestly not sure if it is compatible with turn based mode. I don't use turn based but I see no reason why it would not work. If it does not then you have my apologies since I cannot see a reason why it would change turn based though it was designed for the normal pause and play.
    2. Fargol
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      Thanks for the reply. It's just odd because it works for damage. One thing I haven't tried is to disable all my mods other than yours and see what happens.
    3. Fargol
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      Quick update - Disabled all mods except yours, created a new character, and everything was there except the armor penalty. Just for kicks I edited the gamedatabundle file and changed the penalty to -6 but still didn't appear on the character page.

      I re-enabled all the mods I use, a couple at a time, and found that a previously saved game (created before using the mod) did have all the changes except the Armor penalty. This seems odd since I only saw the damage bonus before, but who knows. Currently running a new party and everything shows up except the Armor penalty.

      Also, I created a Devoted using RTwP and the armor penalty was there.
  3. zdgfdhnxcbgfxn
    zdgfdhnxcbgfxn
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    Hi!
    Are you sure it works? In active effects and on character tab there are still vanilla stats. There is no indicators mod works, like "+5 accuracy (Devoted)" for example.
    All in all I think it's a great mod, but it would be even better, if it was functional (if it isn't already ofc).
    1. SpellAndShield
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      It works fine for me. Did you start a new character or is it in the middle of a playthrough? Look for mod conflicts. It certainly should work.
  4. Harpagornis1337
    Harpagornis1337
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    What about pushing the borders even more with some kind of "Encumbrance" talent that gives the Devoted a recovery penalty whenever wearing any kind of armor while also adding a "Kai" like ability that turns all hits into crits for 6-12 seconds? Too much Kensai style? Maybe! *G*
    1. SpellAndShield
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      Uh, I think so. The other mod is currently hidden because it is undergoing major revisions. It will take a while as I started from scratch with all of this and no modding experience.