Thanks for these mods, I really enjoy them While trying to debug a different issue I noticed this in the logs Any chance of getting this fixed?
Though I just discovered the file is a JSON text file so I can edit it too... and I do not see any obvious json bugs in the file.
Nor do I see a token called "EndArray" and I do not see any bad errors etc. I also do not see "GameDataObject" or the plural lol the point being I do not see what&s wrong in the file so maybe you can figure it out but if not I guess it is not a big issue.
thanks either way
ERROR: Failed to load game data bundle D:/Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/funnening_weapons_improved-680-1-02-1707585506\design\gamedata\great_sword_u_karaboru.gamedatabundle.
Have you tried seeing if the karaboru changes worked? press: ~ iroll20s giveitem great_sword_u_karaboru
- - - - - - - - -
Since I use Linux now I can't find the output log so I can't compare. I don't see any JSON errors that early in the file. You don't even need the first "WeaponGameData" section underneath GameDataObjects, so if the problem is really that early you can take that part out. Karaboru changes do load in my game.
I just got pretty far with a playthrough and Karaboru is definitely OP. The Sungrazer flail definitely is also. Min's Fortune appears to be as well. Haven't gotten the War Bow yet. The rest seem fine to me, but if you're a pro at Path of the Damned then all of this could be heavily exploitable. I usually play on Veteran with +15 defense buffs added to foes instead of +7.
Myrdo I think I've changed my mind on this. Penetration is basically useless once you have enough, and you should almost always have enough if you're planning correctly. The attack speed aura, on the other hand, increases damage output and the frequency of all effect triggers, so it's the best possible buff and better than a bonus to penetration
Hey, your mod, your rules... i am totally fine with that.. was using this in a heavily modded setup with an alternative approach to penetretion and mods i created myself to "balance" things... and finding the "right" balance is hard to do 😁
Great mod, love these! Would you be willing to look at frostseeker and karaboru, love them but I feel they need a little more to make them stand out or to make their play style unique and viable. Also, if possible, would you be willing to look into reworking ranger class? Specifically choosing no pets or bird pet, adjusting pet passives, and such things? Thanks again for the mods!
Already added to Ranger class. Agree about Karaboru, not sure about frostseeker. People use frostseeker quite a lot but everything could be more interesting!
Appreciate the reply! Karaboru gives me samurai vibes, maybe it could theme in that regard? A counter chance? Maybe a chance to gain a buff? Thanks again
Yet another superb mod, and exactly my idea of what Deadfire needed - rework some of its most useless components. As a side question, do you plan on doing something with Resounding Call (Warhammer)? It is one of the most disappointing items in the game alongside Vion-ceth, imo, which is a pity because it looks awesome on anything pally-related. If you're willing to take suggestions, an idea I have to improve it would be to make it deal raw damage in a small aoe on each attack (you know, rupturing eardrums and whatnot), or maybe give it a small chance to stun either only the target, or those around them. That would go a long way in making a near-useless item actually somewhat usable in combat, compared to other frontline alternatives.
Anyways, you've done awesome so far. I've really been loving how much effort you put into the game to this day, and how your vision for it aligns with my own.
All ideas are encouraged! I particularly like the idea of stunning everyone but the target. I didn't get Resounding Call on my last playthrough so I wasn't sure how disappointing it was, but it seemed at least ok to me compared to other weapons because afflictions-on-crit are very rare and mind afflictions are much better than others. I was also thinking that it's kind of a let-down for being in a safely guarded vault but wasn't sure about it--and even if that was true, does that mean it should be overpowered just because it's in a vault? Another thing that I'd have to consider is the special nature of weapon-attack effects. Almost all effects from weapon hits bypass their usual defense because they are launched on successful hit. So in effect this weapon is probably transforming mind afflictions from Will defense to Deflection defense, which is a pretty cool option to have. No one ever talks about using this item though so that's a big sign it can be boosted.
Every item is fair game for modding in my eyes, I just released this version because it was enough for me at the time to feel good about the item choices. I certainly didn't mod all the items I wanted to--almost all weapons and armor could use more extreme effects as far as I'm concerned. The bonuses seem extremely small to me in the base game. If the difference between one sword and another is 10% damage, then all that really counts is my Accuracy, because there's a 1-100 attack roll which is 10x bigger than the weapon bonus.
It might be a stretch, but I think combining both ideas would be ideal. Since the item basically revolves around the concept of being "Very loud", dealing raw damage to everyone but the target (fantastic when there are groups of high AR enemies at the start of combat), and stunning only your current opponent (the vibrations from the attack transferring to others for a small chance to cause a lesser version of the effect (staggered/dazed)), would not only make it the perfect weapon for the ultimate frontline char looking to tackle several enemies at once second only to Kapana Taga, but would also be very much true to its fantasy.
In my mind, the item isn't meant to be OP per se, but there are many ways it could be improved so as to not be overly lackluster. It's one of those items that you look at and instinctively go 'meh', right up there alongside Vion-ceth. And although the mind affliction bit sounds ok, I'd much rather have it be a sure-fire crowd control that doesn't depend so much on rng, especially in a pally (pardon me, but I'm a big sucker for this item's look on a holy dwarf facetanking monstrosity) that doesn't have a lot of hit-to-crit converting abilities.
Sincerely, I'd do everything here myself, if I wasn't such a master at creating mods that ruin things more often than they can improve anything. So, for this time, I am counting on you to save the day (no hard feelings if you don't find it necessary, tho!) ;))
21 comments
While trying to debug a different issue I noticed this in the logs
Any chance of getting this fixed?
Though I just discovered the file is a JSON text file so I can edit it too... and I do not see any obvious json bugs in the file.
Nor do I see a token called "EndArray" and I do not see any bad errors etc. I also do not see "GameDataObject" or the plural
lol the point being I do not see what&s wrong in the file so maybe you can figure it out but if not I guess it is not a big issue.
thanks either way
ERROR: Failed to load game data bundle D:/Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/funnening_weapons_improved-680-1-02-1707585506\design\gamedata\great_sword_u_karaboru.gamedatabundle.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
JsonReaderException: JsonToken EndArray is not valid for closing JsonType Object. Path 'GameDataObjects[0]', line 10, position 5.
at Newtonsoft.Json.JsonReader.ValidateEnd (JsonToken endToken) [0x00000] in <filename unknown>:0
at Newtonsoft.Json.JsonReader.SetToken (JsonToken newToken, System.Object value, Boolean updateIndex) [0x00000] in <filename unknown>:0
at Newtonsoft.Json.JsonReader.SetToken (JsonToken newToken) [0x00000] in <filename unknown>:0
at Newtonsoft.Json.JsonTextReader.ParsePostValue () [0x00000] in <filename unknown>:0
at Newtonsoft.Json.JsonTextReader.ReadInternal () [0x00000] in <filename unknown>:0
at Newtonsoft.Json.JsonTextReader.Read () [0x00000] in <filename unknown>:0
at Onyx.JsonUtilities.ReadAndExpect (Newtonsoft.Json.JsonTextReader jsonReader, JsonToken expected) [0x00000] in <filename unknown>:0
at Onyx.GameDataObject.Parse (Newtonsoft.Json.JsonTextReader jsonReader, Boolean allowPartialOverride) [0x00000] in <filename unknown>:0
at Game.GameData.GameDataBundle.LoadJson (System.String filename, IGameDataProvider partialOverrideProvider) [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Game.GameData.GameDataBundle:LoadJson(String, IGameDataProvider)
Game.ResourceManager:LoadPartialGameDataBundle(String)
Game.ResourceManager:LoadBundles(String, String, String, Action`1, Action`1)
Game.ResourceManager:LoadGameDataBundles()
Game.ResourceManager:ReloadDataBundles()
Game.ResourceManager:Init()
Game.ResourceManager:.cctor()
ResolutionControllerBootstrap:Awake()
ResolutionControllerBootstrap:Awake()
press:
~
iroll20s
giveitem great_sword_u_karaboru
- - - - - - - - -
Since I use Linux now I can't find the output log so I can't compare. I don't see any JSON errors that early in the file. You don't even need the first "WeaponGameData" section underneath GameDataObjects, so if the problem is really that early you can take that part out. Karaboru changes do load in my game.
It works on an already upgraded weapon before installing the mod correct?
overall i am very pleased with your changes, but i think that Omaku's war bow is a bit op:
the +2 AP aura simply is too much imho....
i had to restrict myself to NOT using it...
have a nice one :D
i am totally fine with that..
was using this in a heavily modded setup with an alternative approach to penetretion and mods i created myself to "balance" things...
and finding the "right" balance is hard to do 😁
Yet another superb mod, and exactly my idea of what Deadfire needed - rework some of its most useless components. As a side question, do you plan on doing something with Resounding Call (Warhammer)? It is one of the most disappointing items in the game alongside Vion-ceth, imo, which is a pity because it looks awesome on anything pally-related. If you're willing to take suggestions, an idea I have to improve it would be to make it deal raw damage in a small aoe on each attack (you know, rupturing eardrums and whatnot), or maybe give it a small chance to stun either only the target, or those around them. That would go a long way in making a near-useless item actually somewhat usable in combat, compared to other frontline alternatives.
Anyways, you've done awesome so far. I've really been loving how much effort you put into the game to this day, and how your vision for it aligns with my own.
Looking forward for what you do next! :)
Every item is fair game for modding in my eyes, I just released this version because it was enough for me at the time to feel good about the item choices. I certainly didn't mod all the items I wanted to--almost all weapons and armor could use more extreme effects as far as I'm concerned. The bonuses seem extremely small to me in the base game. If the difference between one sword and another is 10% damage, then all that really counts is my Accuracy, because there's a 1-100 attack roll which is 10x bigger than the weapon bonus.
It might be a stretch, but I think combining both ideas would be ideal. Since the item basically revolves around the concept of being "Very loud", dealing raw damage to everyone but the target (fantastic when there are groups of high AR enemies at the start of combat), and stunning only your current opponent (the vibrations from the attack transferring to others for a small chance to cause a lesser version of the effect (staggered/dazed)), would not only make it the perfect weapon for the ultimate frontline char looking to tackle several enemies at once second only to Kapana Taga, but would also be very much true to its fantasy.
In my mind, the item isn't meant to be OP per se, but there are many ways it could be improved so as to not be overly lackluster. It's one of those items that you look at and instinctively go 'meh', right up there alongside Vion-ceth. And although the mind affliction bit sounds ok, I'd much rather have it be a sure-fire crowd control that doesn't depend so much on rng, especially in a pally (pardon me, but I'm a big sucker for this item's look on a holy dwarf facetanking monstrosity) that doesn't have a lot of hit-to-crit converting abilities.
Sincerely, I'd do everything here myself, if I wasn't such a master at creating mods that ruin things more often than they can improve anything. So, for this time, I am counting on you to save the day (no hard feelings if you don't find it necessary, tho!) ;))