Quick question: while I read on the description page that this mod wasn't made with Turn-Based mode in mind, will it still work in that gameplay mode? Will some of the new aspects of this Cipher class not work as intended but still be playable, or will this be fundamentally broken in Turn-Based mode?
Thanks for any help in advance, and I'd like to say these character mods by the author seem really cool. I'm currently starting a new playthrough with all of hikeemt's character mods and hopefully will enjoy every minute of the new changes!
UPDATE: For anyone who had the same question, I'm going through a playthrough with a multi-class Cipher in Turn-Based mode and things seem to be working fine. The Cipher abilities that I'm using so far have been working as intended, or at least I haven't noticed any broken mechanics. Whether that remains true through an entire playthough, I don't know yet, but right now everything's cool.
I gotta say, after 2 runs and one of them trying to be a "masked cipher" lemme tell ya, your masks skills aren't made for though playthroughs. Especially the vicious mask, the 25% crit increase to enemies in 12 meters PLUS INT!! That is too much, if you consider that many ciphers have high intelligence status to increase the duration of their debufs. Lot of the masks are very conditional and i rarely used them because the buff enemies get are stronger and more valuable that what the cipher gets. The ideia is fantastic but you need to balance it to make it fair to the player and an interesting choice.
Gimme all the ideas dude. And thanks for the kind words. Fun fact: Josh Sawyer bought a fancy watch after Deadfire was released, with an engraving on the underside: "Deadfire was good."
no doubt, i'm a huge fan of his works, like every one of them, the guy never misses even working without the support he deserves, regarding the cipher, i would consider having some sort of spell that helps the long ranged cipher or the medium range, i understand that the class weakness is the range of his abilities, if it was bigger, that would make it OP. So having a spell that deals raw damage (because it's dealing damage direct to the targets soul) like a crossbow or bow, (i would prefer a gun like the jack sparrow one you know, people see it empty because the bullets are the cipher own influence) and this weapon would give the cipher lower focus but tons of damage.
I've played all the cipher subclasses and by far the worst imo is the ascendant and the psion (lemme tell ya, the psion almost made me cry, i love the psionicist idea and i was so hyped when i knew the class existence) it takes too long to get the buff without kitchen stove, after you get you only have 3 rounds or 5 if you have Xoti with salvation of time. So i would go with a level 16 a perk that makes the ascendant status permanent during a fight after getting it.
The psion, hot damn... i think, i have the audacity to think they made it weak for the sole reason to not having cry babies yelling and rage typing feedback. I see too much potential wasted in this subclass, for me the starting spell must deal raw damage that scales with level and maintain relevant to the cipher until late game dealing tons of damage and costing always 10 focus. The focus gain is good with the community patch, i really dislike the idea of losing the recovery, for me you should get a -10 when critically hitted. Oh and for the Psion, i would give all of his skills instacast and % of raw damage to his abilities since he loses the whip bonus damage
Well I guess so because his images show that he's also using my mod. You can see my skills in the background ability menu. But his subclass says "no shred spells can be learned" and I don't see how he'd make that work against the shred spells I made, but his pics show my mod skills so my answer is yes.
Check in a week or so, I think there's a small bug I need to fix for this version. For the build I'd try the pollaxe that deals aoe melee strikes then use all the masks and find ways to get everyone around you without moving, such as Night, etc. Does Wrack count as moving? It'd be fun to try and see the possibilities.
Any idea how I could change your mod so as to only have a few select abilities included? Out of your entire series, I removed mostly those skills that come with icons from League & other fonts I happen to know where they come from. That said, whenever I try to do things the only way I know (exclude what I dislike/keep what is fine), the ability tree resets to default. Just a FYI, I am knowledgeable enough in the game to be able to change the appearance of items through IDs, or something along those lines, so if you can explain how to properly do what I am trying to achieve, assuming it is possible, in a not-so-stupid way, that'd be awesome!
Overlooked your mod for a long while, but upon reading each ability with care, they seem like a super nice addition I wouldn't like to miss out on, if possible.
If you ever come across this, all the help would be appreciated! ;)
First of all, congratulations for knowing how to change IDs. Editing videogames is the first step to proper manhood and I'm glad you've found this journey on your own path.
I think if you just delete the abilities you don't want then that should work. I keep them as separate files in the design > gamedata folder.
Otherwise you'd have to delete their portion from the append___.gamedatabundle files, which are what change the ability tree (which is called the "progression table" in the game data). So you'd have to cut from the bracket before $type": "Game.GameData.BaseProgressionTableAppendGameData until the last , before the next bracket starting the next $type. There's about 6 brackets at that end of each portion.
Alternatively, you could change the append file data in funny ways and see if that prevents it, such as "MinimumCharacterLevel": 99 and "MinimumPowerLevel": 99.
Be careful not to edit such files in a simple text editor. Notepad++ is good to edit those files because there's a tricky problem with editing code, and Notepad++ does it responsibly. In a simple text editor, text space is saved as if it were literal spaces input from the keyboard, which adds a lot of bad code into your file.
I've found a number of weird bugs with your Funnening mods.
This one causes Mask Autogrant abilities to show up in every character's sheet, it has a description saying basically "if you're reading this you probably shouldn't be". Comes with a few other "core cipher spells" things related to mask auras. Specifically, it seems to be two copies each of "mask autogrant", "vicious mask" and "languish mask" on my characters, and they're multiclassed right now. So it might be somehow added in non-cipher class tables where it shouldn't be.
If those abilities are actually constantly "on" somehow instead of being harmless on non-ciphers, they would HUGELY imbalance the game. Since your mod adds them there's almost no way to find out how to remove them manually using the console.
The cipher passives are autogranted to all and trigger whenever you use a relevant cipher ability so it makes new character creation look confusing. Haven't found a way to hide them yet....Thank you for all of your reporting. Everything should be working as intended.
Doesn't seem to be working specifically for Serafen - I installed the mod just after acquiring him as a companion and choosing his class. A standard re-train didn't work (although I believe that even without it, the active abilities should still be showing up - they are not), and I just downloaded the Full Respec mod to see if picking his class again will fix it. I thought it could be related to his unique subclass but Xoti worked with your Improved Priest mod and my Watcher works with Druid/Paladin... Not sure what's going on, will try a couple fixes.
EDIT: I installed two other mods, moved the Cipher one above the Barbarian one in the load order, closed the game and re-opened it and it seems to be working now even without the re-spec. Thanks for your work on all these, they're absolutely awesome!
Maybe mine would show up if it has lower priority, but I don't know. They made that mod with the old dumb way so it overwrites the "progression tables" where you pick your skills.
I'm so confused about the texts of a lot of spell, for example Shadowform, this make you take more damage from enemies' abilities? cause the in-game text said +100% damage taken from..., while the description says like the character will deal more damage.
It's +100% dmg taken, which means double the dmg you were going to take from spell and abilities and 75% weapon dmg taken healed over 10s. There is no cipher dmg boost.
no i 100% agree, timeless for example works against the mod itself making buffs duration -100% ALL OF THE MASKS ARE BUFFS.
not only that you have odd useless spells like slipstream which makes creatures around you untargatable for and indiscriminate amount of time making you sit there and wait often to be able to end the fight and kill the monster.
something in pillars that has always pissed me off though is skills and spells feel useless compared to raw weapon fighting making classes like the barbarian and fighter outshine most people because they simply use weapons at 100dmg a hit sometimes up to 3 hits a turn. why bother with 1,000 cuts when my single melee attack deals more dmg.
49 comments
Thanks for any help in advance, and I'd like to say these character mods by the author seem really cool. I'm currently starting a new playthrough with all of hikeemt's character mods and hopefully will enjoy every minute of the new changes!
UPDATE: For anyone who had the same question, I'm going through a playthrough with a multi-class Cipher in Turn-Based mode and things seem to be working fine. The Cipher abilities that I'm using so far have been working as intended, or at least I haven't noticed any broken mechanics. Whether that remains true through an entire playthough, I don't know yet, but right now everything's cool.
I've played all the cipher subclasses and by far the worst imo is the ascendant and the psion (lemme tell ya, the psion almost made me cry, i love the psionicist idea and i was so hyped when i knew the class existence) it takes too long to get the buff without kitchen stove, after you get you only have 3 rounds or 5 if you have Xoti with salvation of time. So i would go with a level 16 a perk that makes the ascendant status permanent during a fight after getting it.
The psion, hot damn... i think, i have the audacity to think they made it weak for the sole reason to not having cry babies yelling and rage typing feedback. I see too much potential wasted in this subclass, for me the starting spell must deal raw damage that scales with level and maintain relevant to the cipher until late game dealing tons of damage and costing always 10 focus. The focus gain is good with the community patch, i really dislike the idea of losing the recovery, for me you should get a -10 when critically hitted. Oh and for the Psion, i would give all of his skills instacast and % of raw damage to his abilities since he loses the whip bonus damage
Is this compatible with the Seeker Subclass mod?
For the build I'd try the pollaxe that deals aoe melee strikes then use all the masks and find ways to get everyone around you without moving, such as Night, etc. Does Wrack count as moving? It'd be fun to try and see the possibilities.
Any idea how I could change your mod so as to only have a few select abilities included? Out of your entire series, I removed mostly those skills that come with icons from League & other fonts I happen to know where they come from. That said, whenever I try to do things the only way I know (exclude what I dislike/keep what is fine), the ability tree resets to default. Just a FYI, I am knowledgeable enough in the game to be able to change the appearance of items through IDs, or something along those lines, so if you can explain how to properly do what I am trying to achieve, assuming it is possible, in a not-so-stupid way, that'd be awesome!
Overlooked your mod for a long while, but upon reading each ability with care, they seem like a super nice addition I wouldn't like to miss out on, if possible.
If you ever come across this, all the help would be appreciated! ;)
I think if you just delete the abilities you don't want then that should work. I keep them as separate files in the design > gamedata folder.
Otherwise you'd have to delete their portion from the append___.gamedatabundle files, which are what change the ability tree (which is called the "progression table" in the game data). So you'd have to cut from the bracket before $type": "Game.GameData.BaseProgressionTableAppendGameData until the last , before the next bracket starting the next $type. There's about 6 brackets at that end of each portion.
Alternatively, you could change the append file data in funny ways and see if that prevents it, such as "MinimumCharacterLevel": 99 and "MinimumPowerLevel": 99.
Be careful not to edit such files in a simple text editor. Notepad++ is good to edit those files because there's a tricky problem with editing code, and Notepad++ does it responsibly. In a simple text editor, text space is saved as if it were literal spaces input from the keyboard, which adds a lot of bad code into your file.
Managed to get it done with a simple edit of the file as you mentioned.
Thank you, for both the fantastic mods and for the quick reply as well, obviously!
This one causes Mask Autogrant abilities to show up in every character's sheet, it has a description saying basically "if you're reading this you probably shouldn't be". Comes with a few other "core cipher spells" things related to mask auras. Specifically, it seems to be two copies each of "mask autogrant", "vicious mask" and "languish mask" on my characters, and they're multiclassed right now. So it might be somehow added in non-cipher class tables where it shouldn't be.
If those abilities are actually constantly "on" somehow instead of being harmless on non-ciphers, they would HUGELY imbalance the game. Since your mod adds them there's almost no way to find out how to remove them manually using the console.
EDIT: I installed two other mods, moved the Cipher one above the Barbarian one in the load order, closed the game and re-opened it and it seems to be working now even without the re-spec. Thanks for your work on all these, they're absolutely awesome!
not only that you have odd useless spells like slipstream which makes creatures around you untargatable for and indiscriminate amount of time making you sit there and wait often to be able to end the fight and kill the monster.
something in pillars that has always pissed me off though is skills and spells feel useless compared to raw weapon fighting making classes like the barbarian and fighter outshine most people because they simply use weapons at 100dmg a hit sometimes up to 3 hits a turn. why bother with 1,000 cuts when my single melee attack deals more dmg.