Pillars of Eternity 2: Deadfire
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  1. NexusUser7B2
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    4/25/22
    Spoiler:  
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    Changelog is acting weird for some reason (at least for me) when it comes to the list of 0.13 stuff. Had to add a new line in the changelog and remove it in order for the stuff I already saved to show.
    Probably just temporary, but in case anyone else was unable to see, here you go:

    Version 0.13
    Added extra narration if sacrificing Ydwin to the Beast of Winter while in a romance with her.
    This additional narration will also make it so that you're no longer in an active romance with her once she's offered.

    I'll use this sticky if it happens again for me or for any announcements related to the mod that I want to make.

    6/6/22
    -Just wanted to let everyone know that I haven't forgotten about this mod. Got sidetracked playing other games like Nioh 2, Sekiro, Fallout 4, Doom Eternal, etc. and bouncing back to other mods I've been on and off on as well. I've went on several big breaks while working on this mod before the initial release. It's normal.
    -I will come back to this mod eventually and get the Fassina and Pallegina update out, but I work on mods when I feel like it and have the time.
    -Shouldn't take too long when I do bounce back to get things to a decent point since I've got a good bit done for these two already.
    -In the meantime I hope everyone has enjoyed the content that's here and don't hesitate to share any feedback/criticisms that you might have!

    10/25/22
    -Just dropping in to say that I haven't forgotten about this mod. Mod is not dead. Just been busy. Once I eventually get some (I would say around 4 or 5 new ones) initial releases of some Fallout 4 mods I'm working on, I plan to rotate back to this and get some Fassina stuff into the mod including the option to enter into a romance with her. Sorry for the long wait.

    10/28/22
    Combining what I said these past couple days into 1 announcement.
    I've created new conversations for Fassina these past couple of days so an update including these and what I already had made for her is planned to happen sometime in November.
    May be early/mid/late November, but it's not going to take more than 30 days to do the rest of what I need to do.
    The update will include not just new conversations, but will add Fassina as an available romance option so long as you don't get her and Konstanten together.
    Like Ydwin, if you romance Fassina it will be brought up in the ending slides. Look forward to it if that's something you're interested in!

    11/5/22
    Just thought I'd mention what I've done this past week.
    -Had to play a save where I go through the Arkemyr Manor stuff up to right before I could pick up Fassina. Now that I've gotten to this point I can start testing whatever I add.
    -I'm finally starting to add some of what I got laid out into the mod's files so the ball is finally starting to roll for getting her content in the game.
    -Went ahead and added the longest conversation out of what I got for Fassina, the conversation that unlocks when you get enough familiarity points (like I did for Ydwin) and allows you to enter into a romantic relationship with Fassina if you choose to do so.
    -I'm going to focus on adding the rest of the extra romance content that I have and then scatter opportunities to get familiarity points in some of the vanilla player dialogue choices in conversations with Fassina only.
    -Then I'll add the version of the final epilogue slide like I did for Ydwin that shows if Fassina is your active romance.
    -I made sure to examine the Fassina/Konstanten content to get an idea of how the writers might have had her act if she was a romance for the Watcher so hopefully everything will be true to her character.
    -Maybe I will give some opportunities in any non romance dialogue I might add where you can choose a flirt option.
    -I may also allow for an opportunity if you've not gotten with Fassina yet to get a couple of familiarity points when Konstanten asks for you to help him with Fassina and you can gain some by refusing to help Konstanten because you've developed feelings for Fassina yourself.
    -If you are already in a romance with Fassina by the point Konstanten asks you to do this, then you will not be able to help Konstanten get with Fassina since Konstanten would know if you two are together and Fassina wouldn't be interested in getting with him if she's already with you.

    11/15/22
    For the past 10 days:
    -Added 2 conversations in the mod
    -Added an alternate version of the "I'm curious about you." player dialogue for when you romance Fassina.
    This will not connect to the same base game questions though as those conversations are how you get to know her and get some familiarity points so you should have already asked them before romancing Fassina.
    Instead, this will have different conversations, whether completely different or post romance variations of the questions you can ask when not in a romance with Fassina. One of the conversations I added falls under this.
    -Post romance greeting added in the mod
    -Polished the Fassina/Watcher romance epilogue I typed up. Will add it later.

    11/20/22
    -Added Fassina epilogue to the mod
    -Added conditionals to lock the Konstanten/Fassina stuff if you're with Fassina. Also Fassina romance will be lock if you helped Konstanten get with her.
    -Main 3 things that I need to do before updating the public version of the mod that are left:
    1. Begin to add opportunities to earn familiarity points in vanilla dialogue.
    2. Add the repeatable fade to black option like I did for Ydwin
    3. Add the option to break up like I did for Ydwin
    -I have 8 conversations that I had planned to add, but I'm just not satisfied enough with them to add them to the mod. If I add them, it will be later, after the update. For now I'm just going to try and get an update out before November is done like I said I would.

    11/22/22
    -Finally sat down and went through much of Fassina's vanilla dialogue. 12 of these dialogue lines that she will say in the vanilla game will now also function to increase the value of my new global variable.
    -When it is at or greater than a certain amount and you are not in an active romance already, the dialogue option to romance Fassina will be unlocked.
    -This dialogue option will be locked back up once you are in an active romance with her or have broken up. You will not be able to get back together with her if you break up with her.
    -I set the requirement to 8. Hopefully that will be fine and not too high. This value means that you will need to have her say 8 of these 12 dialogues that increase familiarity points.
    -Tested in the game to make sure the points are gained and the option unlocks when you get 8 points and it works.
    -Just repeatable fade to black and breakup options left to add and I will update.
    -Just like for Ydwin, no gender/race restrictions to romance her. No point in doing that for her in my opinion. Play whatever Watcher you want.

    11/26/22
    -Got both the repeatable fade to black and breakup in the mod. Going to look through things tomorrow and maybe even Monday to make sure I didn't miss any conditionals or whatever. I did test the dialogue though and everything seems to be unlocking/locking properly. Fade to black also seems to be functioning just fine as well.
    Anyway, once I take another look at everything that I have added for Fassina again, I'll update.

    11/27/22
    -Tried updating but it's not showing the 0.14 file that successfully got uploaded in the main files section for me. Let me clear internet cookies and stuff and login again.
    Edit:
    -That seems to have fixed it and it seems to have uploaded each attempt. Archived 2 of the 3 v0.14 main files since they are all the same.
    -Hope everyone enjoys the Fassina romance update. I'll update description in just a bit :)
    Edit2:
    -Description updated to list what's been added for Fassina
  2. rosalkind
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    Hi, thanks so much for your efforts! Looking at expansive Aloth and Rekke romance mods, I honestly didn't even hope that someone would attempt the same with Ydwin and especially Fassina! Just waiting patiently for more content of yours :)
    1. Mike15
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      This mod won't be updated anymore as the modder is busy with making Stardew Valley mods and has neither the time nor the mood to work on this mod.

      Too bad.
    2. Misophor
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      Sauce? Creator only has a single mod in Stardew and it was just portrait tweaks.
  3. ChiaraSiegel
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    So definitely no Edér Romance ? Everywhere I read that it's one of the biggest disappointment of the game but still, no one made him a romance mod of that I know so far.
  4. xenon4ever
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    I'm not sure what I'm doing wrong but I can't seem to help Konstanten with his romance with Fassina. I''m in the middle of the SSS DLC but its not starting yet. I'm romancing Ydwin by the way.

    Edit: Just finished the game but did not see the Ydwin Ending slide.
    1. NexusUser7B2
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      For the dialogue related to starting the Fassina/Konstanten romance I rechecked the conversation files and even compared with the vanilla ones and all I did was add an extra conditional where you can't be in an active romance with Fassina to start it so I'm not sure what happened for you.

      Ending slide should be fine as well since I just made it an alternate variation of the final slide and from what I checked the links should be properly added so my slide plays if conditions are met. Did the default final slide show for you or did it not appear at all?

      I'll be doing an entire playthrough from scratch with my mod after my initial release of my expansion mod for Stardew Valley and the next update for this mod is out so I'll make sure again that all is good on my end from start to finish. I'll be sure to correct any issues such as the 2 you had if I have them.

      Of course others are free to chime in and let me know if they are able to see the new ending text as well especially the different final ending  slide variants  that should show if you're romancing any of the new options my mod adds.

      Thanks for using the mod, letting me know of your experience, and apologies for those couple of issues you had!
    2. xenon4ever
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      Thanks for the response. I really like the mod.

      I tried loading the final save before the ending with this mod loaded last and it actually fixed the Ydwin slide. I'm not sure about the Fassina/Konstanten one. I'm gonna be doing another playthrough sometime later to check. 

      Edit: Just finished another playthrough with Ydwin romance, Ending slide worked but the Fassina/Konstanten romance was still broken for me.
  5. Stoffer55000
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    First of all, this mod sounds *beyond* amazing, thank you for all of the hard work that you've put into creating this mod.

    Secondly, have you ever consideret using AI VA's to compliment your mod? You can do AI VA cloning with programs like Elevenlabs, and XvaSynth. Elevenlabs is particularly faithful to sounding like the original VA's, but sadly it's currently closed for VA cloning for free users
  6. Morvir
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    Are you still planning on updating this in the future? Love the idea of the mod and think you'd do great with some extra Xoti content.
    1. NexusUser7B2
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      Mod is still going to see updates in the future. I just have other mod projects that I'm working on and other games I'm playing in my free time at the moment so it'll be a while.
      Currently have returned to working on a expansion mod for Stardew Valley which has taken up a lot of my mod time for the past couple months.

      Not going to give any estimates until the update is nearly ready to release as I work on mods when I feel like it and could easily take a break before I manage to finish. Will just update the sticky on progress once I start adding stuff into my installed version of this mod for the next update.

      As for extra Xoti content that'll probably come after I get all the new romance options in. Next update will be either for Mirke the Orlan sidekick or Dimesa the Death Godlike merchant or maybe I'll add content for both in one update.
    2. Morvir
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      Thanks for the reply! FYI, small bug (?) -- Ydwin romance won't initiate if I've previously romanced another character, even if I break up with them. Do you know if there's a workaround?
    3. NexusUser7B2
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      Strange. Everything is fine for me. Are you using any other mods?
      This is the node with the 4 conditionals attached which need to be met to have the enter romance conversation with Ydwin:
      Spoiler:  
      Show

      {
      "$type": "OEIFormats.FlowCharts.Conversations.PlayerResponseNode, OEIFormats","NotSkippable": false,"IsQuestionNode": false,"HideSpeaker": false,"IsTempText": false,"PlayVOAs3DSound": false,"PlayType": 0,"Persistence": 3,"NoPlayRandomWeight": 0,"VOPositioning": 0,"DisplayType": 1,"NodeID": 235,"ContainerNodeID": -1,"Links": [{"$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats","RandomWeight": 1,"PlayQuestionNodeVO": true,"QuestionNodeTextDisplay": 0,"FromNodeID": 235,"ToNodeID": 236,"PointsToGhost": false,"Conditionals": {"Operator": 0,"Components": []},"ClassExtender": {"ExtendedProperties": []}}],"ClassExtender": {"ExtendedProperties": ["SpeakerAnimation,0","ListenerAnimation,0","DoNotClearText,False","FocusedSpeaker,","VOEventOverride,None"]},"Conditionals": {"Operator": 0,"Components": [{"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data": {"FullName": "Boolean IsGlobalValue(String, Operator, Int32)","Parameters": ["ydwin_not_stranger","GreaterThanOrEqualTo","6"],"Flags": "","UnrealCall": "","FunctionHash": 901380568,"ParameterHash": -579080029},"Not": false,"Operator": 0},{"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data": {"FullName": "Boolean IsGlobalValue(String, Operator, Int32)","Parameters": ["ydwin_breakup_active","EqualTo","0"],
      "Flags": "","UnrealCall": "","FunctionHash": 901380568,"ParameterHash": -579080029},"Not": false,"Operator": 0},{"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data": {"FullName": "Boolean IsGlobalValue(String, Operator, Int32)","Parameters": ["b_Player_Romance","EqualTo","0"],"Flags": "","UnrealCall": "","FunctionHash": 901380568,"ParameterHash": -579080029},"Not": false,"Operator": 0},{"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data": {"FullName": "Boolean IsGlobalValue(String, Operator, Int32)","Parameters": ["ydwin_romance_active","EqualTo","0"],"Flags": "","UnrealCall": "","FunctionHash": 901380568,"ParameterHash": -579080029},"Not": false,"Operator": 0}]},"OnEnterScripts": [],"OnExitScripts": [],"OnUpdateScripts": []},

      As you can see there are 4 conditionals that are checked in order to unlock this dialogue option. 3 out of 4 of them are my own created variables.
      To simplify what's in the spoiler:
      1. you have at least 6 familiarity points (ydwin_not_stranger)
      2. not broken up with Ydwin before (ydwin_breakup_active)
      3. are not in a current romance with Ydwin (ydwin_romance_active)
      4. are 100% broken up with you previous romance (b_Player_Romance)

      The 2 most likely things I can think of are that you might have a mod that keeps the vanilla variable, b_Player_Romance, from being set to 0 when breaking up with your current romance (Polyamory mod might be the cause if you are using it) or that you don't have enough familiarity points.

      If you're not using any other mods and want to check if it's because you don't have enough familiarity points:
      1. Exit out of the game and open lax02_00_cv_ydwin.conversationbundle located in "Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\override\7b2 poe2 content\conversations\lax02_01_iceberg_dungeon\lax02_00_cv_ydwin.conversationbundle"
      2. Go to the node I showed you in the spoiler (node 235) and change the ydwin_not_stranger requirement from 6 to 0.
      Here's the original conditional:
      Spoiler:  
      Show

      {
      "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
      "Data": {
      "FullName": "Boolean IsGlobalValue(String, Operator, Int32)",
      "Parameters": [
      "ydwin_not_stranger",
      "GreaterThanOrEqualTo",
      "6"
      ],
      "Flags": "",
      "UnrealCall": "",
      "FunctionHash": 901380568,
      "ParameterHash": -579080029
      },
      "Not": false,
      "Operator": 0
      },


      Change it to look like this:
      Spoiler:  
      Show

      {
      "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
      "Data": {
      "FullName": "Boolean IsGlobalValue(String, Operator, Int32)",
      "Parameters": [
      "ydwin_not_stranger",
      "GreaterThanOrEqualTo",
      "0"
      ],
      "Flags": "",
      "UnrealCall": "",
      "FunctionHash": 901380568,
      "ParameterHash": -579080029
      },
      "Not": false,
      "Operator": 0
      },


      You can also try removing each of these 4 conditionals one at a time and seeing which one is keeping you from having the romance conversation with her.
      Hope this helps!
      Edit: Seems that what's in the spoilers looks messy after posting. I'll try and fix it.
      Edit 2: There. Things should look readable in the spoilers now.
  7. TheWelcomingGlade
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    This mod sound great, love when when additional scenarios/conversations are added to make an already memorable character feel more alive. I am not going to play POE2 for awhile, but I will definitely give this a go on my next run, hopefully with the Xoti/Maia additions by then.
  8. Adlantis
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    Since I'm about to start a new Deadfire run I wanted to ask when the new (fassina?) update is going to be released. Essentially, would it be worthwhile to wait a week or so or is the update going be closer to december?
    1. NexusUser7B2
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      I'd say just play whenever. Can always do another playthrough after a long break. All I can say is that I'm going to update in November, but I will update as soon as I get everything in. Could be a week but it might take until late November depending on if I decide to do some more stuff.

      And while I would generally recommend a new save when doing a playthrough with mods for any game, from my testing you shouldn't have a problem just dropping the mod in mid playthrough. New conversations and edits to existing conversation nodes seems to work just fine.
    2. Adlantis
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      Thanks for the answer! I'll follow that advice. Great work btw. I always found the Deadfire romances and endings lackluster, so this is a fresh breath of air for me!
  9. meyebr01
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    I'm a sucker for romance arcs in stories and very excited to see a mod adding more. =)

    Would you happen to know how this mod will / won't interact with the polyamory mod?

    https://www.nexusmods.com/pillarsofeternity2/mods/340?tab=description

    I'm trying to parse how that mod works myself a bit better, but lack experience with PoE modding to spot conflicts quickly across mods here. (lol, my heart yearns for MO2 and the many other excellent Skyrim / Fallout modding tools)
    1. NexusUser7B2
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      I don't use that mod personally and I'm not really interested in adding support for it, but putting aside narrative conflicts like if the companion would be into that or not and just thinking technically according to this part of the description.

      This mod allows you to romance any and all smoochable companions at the same time by removing or editing flags dealing with relationships. Crewmates will also continue to proposition you and you can sleep with them without consequence (if that was even affected by those flags).

      I am going to guess they would need to remove my onenterscripts having to do with the b_Player_Romance variable since my mod like vanilla sets you as being in an active romance if you get with Aenalys, Ydwin, or Fassina when she gets added and you can't already be in an active romance when trying to get with them.
      There are several approaches you can take:
      1. Romance my characters then break up with them.  Breaking up with them will set the romance variable back to 0.
      2. Just don't romance any of my new romances and you'll be fine.
      3. Dive into the files, edit them appropriately, and test the changes. This would involve removing my onenterscripts that mess with the values of the b_Player_Romance variable and getting rid of Ydwin and Aenalys' epilogues unless you want to have both of them play back to back.
      4. Contact that author and see if they'd be willing to do do something.

      It also seems to be touching some conversationbundle files that I may touch in the future when I add more conversations for Xoti and/or Maia so that will need to be considered as well.
      You'll be able to just delete my edited versions of those files when I upload them though.

      Hope this helps!
    2. meyebr01
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      this was clear and very helpful, thank you!

      given the shared relationship targets, I'd been leaning towards assuming there was a likely conflict and I really appreciate your sharing your thoughts / insights here as well. =)

      honestly I consider the poly mod to be more of a convenience (if want to try to fit more content into a single playthrough) than a requirement, and I'm much more excited about new relationships than convenience so your mod is going to win that conflict. ;)

      thank you again for your time and for sharing your mods! excited for further updates!
  10. Wizhard
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    Man, im really interested in Ydwin content, could i get an idea how much was added for her? :o Considering replaying since none of the vanilla romance options were to my liking.
    Or if you have plans on adding more to her ill wait.
    1. NexusUser7B2
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      It'll be a while before I update this mod with more content since I'm working on some Stardew Valley custom npcs at the moment (some aliens and my version of Raven/Rachel Roth). So if you're itching for a playthrough I'd say go for it!

      That said I would like to get around to adding more content for Ydwin, but when I come back to this mod, I'd like to finish adding the core content for the other npcs I wanted to touch on like Fassina, Mirke, Pallegina, Dimesa, etc. and release it 1-2 npcs at a time.

      As for how much has been added, I'm not really sure how to measure that. If you want to use line count, it's currently around 150 lines including the Watcher's dialogue options for Ydwin's content alone. Of course, many of the lines are medium to long since there were no restrictions such as voice acting when it came to me being detailed so there's that.

      Hope that helped :)
    2. Mike15
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      Next year then?
    3. Wizhard
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      Very nice, thanks :D i think i will replay then.
  11. AMDarkPhoenix
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    Great mod mate! Cant wait for the next update! Im pretty sure if you would have edit the title a little much more people would discover your great mod!