I just reinstalled Deadfire for the first time in a year or so, having just bought a brand new PC (the old one was from 2009 and it barely ran on).
I'd forgotten how amazing this mod was. There were so many key things missing. To me, the most fascinating part of the game is the scripting system and trying to find the most optimum configuration so that I can programme it to complete fights automatically. I've never seen this in any other game ever.
Anyway, I was just wondering are you still updating this mod? I'd totally understand if not. But did we ever figure out what to do about toggling the weapon modals on/off. I would absolutely love to be able to switch the arbalest/prone one on and off for individual shots, for instance. And not being able to control the ranger's pet does seem a bit of an oversight, too. I can't think of a way around that, though I've found a bit of a fudge using Marked Prey, and when I summon the creature, I set it to prioritise by prey that is marked. That seems to work. Am running a Seer Ghost Heart Ascendant with an arbalest as main at the moment and it's quite impressive.
Anyway, thanks for all the effort, regardless. I'm struggling to think of anything else which is missing. P.S. I find it a LOT more fun to play with friendly fire switched off via another mod. Actually makes most of the wizard's repertoire interesting.
Similarly responding later, yes, I am extremely interested in anything even remotely approaching this level of companion scripting. I often spend hours tweaking the code. Never seen anything like it.
I'm probably being really dense, but I've got the "Utopia AI Conditions" mod here, and it says to install it in the folder for this one, but I'm only querying because they're different filetypes, and the requirements reference slightly different names. Confused.
Hey DigitalFistX, i totally share your love for the programmable AI (which is an absolutely dying out feature due to dumbing down everything everywhere). And most likely you already played these, but do check out Dragon Age: Origins. At least the first one is great in that regard. Plus there also were(are?) mods that added to that. Awww...pure bliss! On a totally differente genre-sidenote: Autonauts :)
A few other things that might need tweaking / may not be working right --
with cipher "parasitic" buffs, it's impossible for a third party to trigger off the cipher having the buff -- e.g., "target: affected by time parasite" means monster target affected by the drain, not ally target affected by the buff.
the immunity functions may need re-examining -- "target is immune to fire (not)" still seems to target fire-immune enemies.
Chanter "at max phrases" doesn't seem to work correctly on multiclass chanters at least -- you have to set it specifically to "has seven phrases" etc. (if seven is your max phrase count).
Could use the addition of
"target: is affected by" for Death of 10,000 cuts, Ben Fidel's.
Could really use additional categories for the "top tier" afflictions and inspirations, especially Brilliant and Robust since those have very useful additional effects beyond the base inspiration.
I still haven't figured out a way to script that Monk spell, resonant touch, is it? The one which requires you to load up a few hits and then release it. I haven't worked out a sensible way of doing that, yet. Would be interesting, though.
That would be a much easier way to make a mod for it though, rather than creating a condition for max focus, one checking for that buff would be much simpler. However to do that one would need to know how to mod the game, and not I (nor most people here) are very adept at that.
Hey, this looks like an important condition they missed out. (And I haven't noticed since I don't play and Ascendant.) I'll put it in the next release.
Sir you are officially my favorite person in all of history and I will write a song about you. It will be terrible and you'll never want to hear it, but know that this thing has been done.
I concur, this is frankly amazing and makes the game one of the most enjoyable things I've ever played. The only thing I think is missing off the top of my head is the ability to turn off weapon modals.
Request: 1. "Amount of class resources - wizard spells"(or possibly "wizard spells of level X") condition to automate usage of Blood sacrifice 2. "target is actively casting" condition to automate using Thrust of Tattered Veils
Is this not compatible with class project new abilities? Whenever I set a macro with "Marked for Death" from Assassin, it disappears upon reloading the game. But it works entirely fine before that.
157 comments
https://mega.nz/file/X55REBqS#11nvNBHJO_10QULvMkaFF9MnAwWoL1qQOZE7PV2AzOU
Enjoy !
I'd forgotten how amazing this mod was. There were so many key things missing. To me, the most fascinating part of the game is the scripting system and trying to find the most optimum configuration so that I can programme it to complete fights automatically. I've never seen this in any other game ever.
Anyway, I was just wondering are you still updating this mod? I'd totally understand if not. But did we ever figure out what to do about toggling the weapon modals on/off. I would absolutely love to be able to switch the arbalest/prone one on and off for individual shots, for instance. And not being able to control the ranger's pet does seem a bit of an oversight, too. I can't think of a way around that, though I've found a bit of a fudge using Marked Prey, and when I summon the creature, I set it to prioritise by prey that is marked. That seems to work. Am running a Seer Ghost Heart Ascendant with an arbalest as main at the moment and it's quite impressive.
Anyway, thanks for all the effort, regardless. I'm struggling to think of anything else which is missing. P.S. I find it a LOT more fun to play with friendly fire switched off via another mod. Actually makes most of the wizard's repertoire interesting.
And most likely you already played these, but do check out Dragon Age: Origins. At least the first one is great in that regard. Plus there also were(are?) mods that added to that. Awww...pure bliss!
On a totally differente genre-sidenote: Autonauts :)
A few other things that might need tweaking / may not be working right --
with cipher "parasitic" buffs, it's impossible for a third party to trigger off the cipher having the buff -- e.g., "target: affected by time parasite" means monster target affected by the drain, not ally target affected by the buff.
the immunity functions may need re-examining -- "target is immune to fire (not)" still seems to target fire-immune enemies.
Chanter "at max phrases" doesn't seem to work correctly on multiclass chanters at least -- you have to set it specifically to "has seven phrases" etc. (if seven is your max phrase count).
Could use the addition of
"target: is affected by" for Death of 10,000 cuts, Ben Fidel's.
Could really use additional categories for the "top tier" afflictions and inspirations, especially Brilliant and Robust since those have very useful additional effects beyond the base inspiration.
https://forums.obsidian.net/topic/101944-patch-notes-for-1100035/page-6#entry2051412
the .git folder is required ? in the past version there wasn't
I think it's better to do the translation after I finish adding all the classes, so we only update once. :)
1. "Amount of class resources - wizard spells"(or possibly "wizard spells of level X") condition to automate usage of Blood sacrifice
2. "target is actively casting" condition to automate using Thrust of Tattered Veils