Pillars of Eternity 2: Deadfire

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Elric Galad

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142 comments

  1. sheogorathlordofthemad
    sheogorathlordofthemad
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    i'm not sure if this is just a visual bug, but when using Nature's bounty, the action speed bonus shows up normally on allies (on the weapon inspect screen), but not on the caster/MC (i haven't checked if a non mc druid also suffers from this), but the might and perception bonuses show up as normal, and the effect appears by the character portrait.
    1. ElricGalad
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      That's weird, I could check for next version.

      No other active action speed bonus ? (such as Cat's Flurry, Frenzy, etc...)

      What about the healing part ?
    2. sheogorathlordofthemad
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      It must have been another speed buff i didn't notice, because it's working normally now, Thanks!
  2. Nilserich
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    I would like to use this mod with Corrected German Translation, Complete Legacy Creation and Aloth Romance Extension.

    I would be interested to know if there are any known problems with these mods (perhaps also with the required community patch).
    1. ElricGalad
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      I have no guarantee about mod compatibility bar community patch, Improved UI and Carnage indicator. Impossible to test them all.

      But the mod has done its best to be as much neutral to other files as it could.

      For German Translation, just be warned that modified ability text is always in English except if you play in French. But it won't affect other texts.
  3. Morphello
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    Experiencing a bug when arcane cleanse is used against a spiritshifted fury druid. The game experiences extreme hitching and then crashes. It seems to be an interaction between the cooldown of spiritshift getting getting hit by it. Just before the game crashes, I see some wild numbers.
    1. ElricGalad
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      Weird because the cooldown is meant to be fixed, so should be unaffected by Arcane Cleanse.
      Anyway, I see you play with other mods installed (Razor's Edge won't be allowed on a druid), so might not be applicable to "regular BPM".

      The effect that extend/lower buff time are quite bugged when used together. BPM removed the Fury duration extension for this reason. It should work somewhat better. But that may come from the combination from Wildstrike Frenzy and Arcane Cleane.
      Anyway, I will have a look. 
    2. Morphello
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      I run a few mods, but the only ones that should be affecting this setup is the community patch and bpm. I've got Level 33 cap (currently level 23), so I'm able to dip into PL8. I can provide more info, a modlist and the save file if required.

      I do have Wildstrike Frenzy and a decent crit rate on that character. Took me a while to figure out what was causing consistent crashing mid fight, but finally noticed an enemy casing cleanse and hitting my spiritshifted druid. There's a chance arcane cleanse will just dispel spiritshift without a crash if my druid hasn't had a wildstrike frenzy proc, I'm not certain.

      I'm on RTwP. As the game is crashing, I can prolong the effect by pausing. If i pause, the game stops hitching after a second or two and becomes normal FPS. If I unpause, it resumes hitching (<1fps). I can keep this going for a long time, but if i leave it unpaused for more than 4 seconds it'll crash to desktop. That's when I get the crazy numbers on Spiritshift (the cooldown is the large number, the actual spiritshift effect displays no cooldown). Thank you for your effort and your fantastic mod. It really adds a lot of depth to the game.
    3. ElricGalad
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      OK, I haven't been able to replicate the bug, granted that it might be not entirely predictable. Really hard to dig into this, especially since your mod environment isn't 100% sure.

      What is weird in your picture is that it displays a Stormblight spiritshift effect without a duration. Which do not exist in current version of BPM (I think there might have been one at some point before I remove the duration extension from Fury shift actually. On kill duration extension from Stromblight is kinda buggy with Wildstrike Frenzy even without mod anyway.

      The only things I can recommand at this point is to :
      1) Install the latest version of the mod (one is incoming today)
      2) Avoid Shifting versus Arcane Cleanse (which isn't so commonly used, except nototiously by Auranic.) 
    4. Morphello
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      So I believe I've discovered the root cause of the crash. I spent a couple of hours trying to diagnose what was causing it after I noticed a consistent crash when the spiritshift wore off naturally during the dorudugan fight (no arcane cleanse, but not enough crits to keep it up forever).

      I disabled every mod but the Community Patch and BPM, created a new character, tested multiple abilities etc. None of which worked. I was finally able to get it to wear off in combat without a crash by taking all the equipment off my character.

      The culprit here was the Cabalist's Gambeson with the Arcane Extension extension enchant. My theory is that when spiritshift ends and the script swaps out the storm blight "armor" with the gambeson, the +10% beneficial effect duration is reapplied. This causes the script to think that there is remaining time on storm blight form, which swaps back to the storm blight "armor" which causes the timer to run out and it swaps back the gambeson. Repeat as quickly as possible until the engine crashes.

      So it goes back to the beginning of what you said, it's a bugged duration extension effect. This just happens to be one of the only effects like that on a chest piece which gets swapped in the middle of battle by a script. I'm not sure something like that can be fixed without using something like BepInEx to recode the function.

      Thank you for your effort working with me on this.
    5. ElricGalad
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      My bad.

      Now I remember this issue being a thing. I added to the mod notes so one could be warned (and I will myself remember next time). 

      Unfortunately, it is impossible to correct.
    6. hikeemt
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      You could correct it, but it's a hassle.  You could give Arcanist's gambeson temporary immunity to the shapeshift keyword, as a temporary "child" effect of the infinite passive status from the armor
  4. CapitanFindus
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    Something I noticed, probably a bug, is that when using the mod "BalancePolishingModNerfs" the bonus applied by the familiar, summoned by "Conjure Familiar" (Conjurer), is only applied in RtwP, and doesn't work in TB.

    So for now my I have to disable that mod in my TB playthrough, which is a bummer because I love the nerfs as well.

    Edited: I'm using the mod version 2.6.2
    1. ElricGalad
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      Unfortunately, I don't test TB specifically to guarantee that everything also works in this mode.

      That being said, you don't have to turn off the whole nerf package to cope with this issue.
      You can just delete following file :
      Pillars of Eternity II\PillarsOfEternityII_Data\override\BalancePolishingModNerfs\design\gamedata\cl.wizard.persisting_familiar_glitch

      I'm affraid you will have to delete the file with each new version of the mod.
    2. CapitanFindus
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      Thank you
  5. phanhaiminhkun
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    .
    1. ArmoredViolets
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      Same thing here on a fresh install with all DLC. Thankfully, the mod's description already mentions this and suggests a solution. Basically: move all this mod's content out of the override folder; launch the game (shouldn't black screen at this point); go to the mod list in the main menu; alt+tab out and put this mod's files back inside "override"; finally refresh the mod list. The issue seems to be related to the default mod order. Once you follow these instructions, you can change the load order for things to work normally (essentially you want this mod to come after the Community Patches).

      Still, your comment was useful because I tried following your advice first by only moving the "Buff" part of this mod out, and that was indeed enough to get past the black screen. Still, you should follow the rest of the instructions mentioned, to make sure your load order makes sense and the game runs smoothly.
  6. ArmoredViolets
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    Hey friends, quick question. Both this mod and the community patch mention they're built for RTwP but should work for TB. I just got done with PoE 1 and I pretty much only did it for the sake of the story and characters - I really don't care for RTwP. Having a turn based option in the second game is a treasure. So I was wondering just how viable it really is to use TB with those mods. Is this unadvisable in some way?
  7. leanias
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    Hi! I really appreciate your great efforts to keep updating this great mod!

    I've noticed while reading the whole changelogs that you've modified several items to add corresponding Keywords on the effects.

    I'd like to share additional items that have not been addressed in the latest changes, some items may already have related Keyword(s) though.


    The Maw of Ingimyrk
    - Alpha Wolf
      > Beast

    Horns of the Aurochs
    - Winter's Touch
      > Frost

    Deltro's Cage Helm
    - Conduit
      > Electricity

    Nemnok's Cloak
    - Blessed in Spirit
      > Enchant
    - Built for Pain
      > Enchant
    - Cursed to Endure
      > Protection

    Shroud of the Phantasm
    - Living Illusions
      > Illusion

    Footsteps of the Beast
    - Beast of Winter
      > Frost


    Again, thank you very much for sharing this mod!
    1. ElricGalad
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      Make sens (if I find time/courage to proceed :-) )
  8. TKTaKo
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    hmmm i was thinking about chanter's phrase limit and how its tied to the base cost of their most expensive invocation and how theres no function for max phrase count

    what if a chanter was given an auto-grant invisible(both in the ability table and HUD) unusable invocation with a high phrase cost? would that actually raise their max/starting phrases? or would it being invisible/unusable prevent it from giving the 'bonus'?

    i ask cause i was looking this up and found a post from you in the forums lamenting about the lack of a max phrase function

    edit: to my complete surprise:


    it actually works, could use this to get a stable phrase gain on every power level instead of players needing to actually pick high cost phrases just to up their max, or just a big flat number(i.e phrase max is always smth like 9-12 regardless of level or power level)

    gonna experiment with this cause i think it opens some new playstyles for chanter just from being able to have 2-3 invocations worth of phrases after casting another instead of almost always being out of phrases after any given cast
    1. ElricGalad
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      Hi,

      This is actually interesting. There could aslo be a way to implement a progression by auto-upgrading this invisible ability.

      Also there seem to have been something weird about subclasses with modified cost abilities, which affect how much phrase you get.

      Having a 4 starting phrases + 1 for 2 unmodified power level (up to 7 for MC and 8 for SC) could be a more intuitive design than current one (and a slight buff esp. for Bellower/Vanilla chanter). I don't consider it critical but still.

      I you experiment a bit more, don't hesitate to share your results here or on official forum.
    2. TKTaKo
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      yeah i did notice the troubadour penalty of +1 to all invo. costs was making my test number go from 20 to 21, if i cant figure out a way to bypass it i'd be fine just including a "+1 to max phrases" to the subclass bonus list lol, but since the skald and beckoner have cost adjustment for specific invocations it should be doable to change troubadour's to only affect real invocations, i.e give all invocations a new KW for "Chanter Invocation"  then change the troubadour to only affect invocations with that KW, tho there might be a simpler solution i cant think of rn(also i think the fake KW could be made sorta invisible by  having it's string empty, would still see a comma but nothing after it)... least it should only need to be done for troubadour as skald and beckoner wouldnt interact with the fake invocation at all as no matching KW

      edit: my hackjob using the invisible KW +changing troubadour for invocations to require said invisible KW to raise their cost works and oddly doesnt even show the comma so it's fully invisible
  9. TKTaKo
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    recommendation: give light of pure zeal veil piercing KW, its supposed to be only an anti spirit/vessel ability but suffers the dmg penalty vs spirits, maybe adjust dmg to compensate
    1. ElricGalad
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      Light of Pure Zeal was given a more generalist purpose in one of the latest mod version : to give Paladin an offensive ability not based on Fire. It works on everything but with a lower Penetration now, so it is not really anti-spirit anymore.
      Also it would relatively lower the specificity of Abjuration (which is not a terribly popular ability anyway).
    2. TKTaKo
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      i see, on a separate note, why do you think holy radiance seems to dissapear from priests if setting usage value to none? i tried doing it since i know setting it to none usually just makes the ability be infinite use(plus your mod's CD in this case), such as with blood sacrifice, but then it just vanishes, but only from priests(i.e force adding it to someone else gives it to them fine)

      edit: is it due to the abilityclassid? removing makes it work but does it reduce it's power if done so?
    3. ElricGalad
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      Probably, yes.
      UI seems to take into account class for display.
      I think removing ability class ID would make it scale in different fashion. I do not intend to chnage the actual mechanics (the x999 uses is uglyish but works fine enough)
      Nice to note it works though.
    4. TKTaKo
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      can't tell if it is reducing it's power, my xoti in this run is currently level 11, and her HR is being raised by a flat 4.8(from her deity) and +30%(from her level) + the generic boosts from might/equipment/pets so there's that
    5. ElricGalad
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      Multiclass or Singleclass ?

      It should be a bit better for Multiclass, not weaker. And no change for Single class.
    6. TKTaKo
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      she was multi class, guess i revert the change and note what changes, when i stop being lazy
  10. Pardiez
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    Hi there!
    Great work, thank you for your time ^_^

    I'm getting a black screen issue with your mod, in a clean installation. I have all DLC but one: the explorer's pack. You don't mention it in the list, but is the only reason I can think for the black screen. Is Explorer's Pack mandatory? (Actually, ingame, it only adds Cosmo, the space Pig and a Tricorne).

    Thank you!
    1. ElricGalad
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      I use it so I suppose it would be better to have it.
      Not sure it is the cause.
      Black Screen is really the only thing I haven't been able to 100% decipher.
      So I can only wish you good luck.
    2. Pardiez
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      I've made further testing and it seems a problem with the 2.5 build.
      2.3 works perfectly. Also, the 2.5 nerfs works well aswell.
      Could be a more global problem with the new version? Or could be explorer's pack anyway? Seems strange if you didn't change recently anything related to cosmo or the hat.
      I couldn't find 2.4 version to test.
    3. ElricGalad
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      Well, as I said, the exact rules for getting black screen as still a bit mysterious to me.
      The only thing I can say is to go back to a working version, and pick one by one (or couple by couple) the changes you're interested in, so you might end up with the most optimized version you can.

      Black screens are really annoying because the general rule is that they are issues I can't reproduce, so hard to get chances to correct.
      The only thing I can do is to listen to people and try to guess if I can get some general rules about it, in order to give better advice in the future.
      Good luck !
    4. jwmecham22
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      Hi, this obviously just anecdotal, but I was getting the black screen glitch, and buying the Explorer's Pack fixed it for me. No other changes!
    5. RedFaction845
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      If it can help you I just spent 2 hours trying to display the free DLC in the main menu and avoiding the black screen upon start with this mod.

      I started by disabling / re-enabling all DLC in Steam in order to download them > Free DLC weren't displayed in the game menu except one
      I changed game language to spanish (don't ask me why) > an additionnal free DLC magically appeared, but the others were still missing
      I uninstalled and re-installed the whole game > all the free DLC were displayed in the main menu, in a mixed of english and spanish languages.
      I unchecked > checked the DLC again in Steam and reloaded the game > now the DLC were all displayed in english
      I enabled Community Patch and Deadfire Balance Polishing Mod in Vortex > black screen upon start
      I disabled Deadfire Balance Polishing Mod in Vortex, but let Community Patch enabled > game started
      I re-enabled Deadfire Balance Polishing Mod in Vortex > game started

      Something is really messed up in this game but well, it seems to work now.
      Hope it helps !
    6. Marcurius1
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      Fix black screen by:
      1. Launch the game with Community Patch in override folder (and do not have Balance Polishing mod in that folder)
      2. Fix the load order in Mod Manager
      3. Close the game and put Balance Polishing mod in the override folder
      4. Restart the game and correct load order if needed.
    7. Mark461
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      Digging down deeper into the comments, I found this post that fixed the black screen issue I was having.
      https://forums.nexusmods.com/index.php?/topic/8831243-deadfire-balance-polishing-mod/page-8#entry114390118

      I removed

      {
      "$type":"Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName":"LAXD_Unwieldy_SE_Damage",
      "ID":"0e16c748-1a26-4b17-8fd0-0223bf425a2f",
      "Components":[
      {
      "$type":"Game.GameData.StatusEffectComponent, Assembly-CSharp", "OverridePenetration": 7
      }
      ]
      },

      from gn.raw_pen_fix_statuseffects.gamedatabundle and my black screen was gone.