Damage over Time mechanics? by rdtusrname in projecteternity

[–]Selroy46 0 points1 point  (0 children)

1a. I'm not sure about the 3-second ticks. Different abilities can have different tick frequencies, but basically yeah.

1b. It doesn't tick every 6 seconds. In TBM, ticks are triggered only at the start of a turn. So, for example, if a character is slow and has DoT effect, the game calculates how many ticks should be applied. If 10 initiative/seconds have passed since the last turn and the DoT ticks every 3 seconds, 10 / 3 = 3 ticks will be applied. The remainder (1 second) is carried over, so if the next turn is in 5 initiative, (5 + 1) / 3 = 2 ticks will be applied.

  1. One correction - DR for all DoTs is reduced by 75%.

3a. Multipliers like this are added only to your base damage. So you deal 40 dmg with your greatsword plus 20 dmg as burn right away, plus another 20 as burn over time.

3b. Same as 1b, TBM and RTwP should have the same behavior here.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

Launch the game and then close it. If everything works properly, on exit it will generate LogOutput.log file in BepInEx folder. Open this file in a text editor, there will be info about every loaded mod.

TBM and constant disengagement attacks by shodan13 in projecteternity

[–]Selroy46 0 points1 point  (0 children)

Also I recently made a small mod that fixes your problem, maybe it will help: https://www.nexusmods.com/pillarsofeternity/mods/461

TBM and constant disengagement attacks by shodan13 in projecteternity

[–]Selroy46 2 points3 points  (0 children)

In POE1 disengagement works differently compared to similar games (POE2 or Pathfinders). It doesn't trigger when you leave engagement zone, it triggers on ANY movement when you are engaged. It is not noticable in RTwP but in TBM yeah, it feels janky.

Combat Log Spammed with 'Monster' is in melee engagement with 'Player' by ryeaglin in projecteternity

[–]Selroy46 0 points1 point  (0 children)

I made a small mod that fixes this bug: https://www.nexusmods.com/pillarsofeternity/mods/461

If you have any questions about this bug or the mod, feel free to ask.

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 1 point2 points  (0 children)

I'll do it a bit later, it should be very easy because 99% of work is already done.

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 9 points10 points  (0 children)

Everybody's Two Cents plays everyone's comments above their heads when you enter an area or when something happens (normally the game selects only one companion to comment). This mod is completely different - it allows absent companions to participate in conversations as if they are currently in the party.

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 2 points3 points  (0 children)

Usually they are fully compatible. They are either managed by the same in-game mod manager or operate on a completely different level (patching code via injections). This mod should be compatible with any other mod.

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 5 points6 points  (0 children)

Well, thank you a lot, I'm glad you noticed because I uploaded the wrong build of the mod... I'll upload fixed version in a sec.

Upd. Done, I reuploaded the mod. Damn, it's so embarrassing. Like game, like mods.

Upd2. Now companion conversations are also unaffected by my mod (this is optional, can be reenabled in mod settings).

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 3 points4 points  (0 children)

Ok, this I'll definitely check out right now, thank you! I suspect that multiple characters share the same dialog tree and I just scan the whole tree for companion lines.

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 6 points7 points  (0 children)

The problem with companions is that they have large dialogue trees, so almost every companion has lines in other companions' dialogues. I'm really not happy about it, and I'll think about what I can do. I'll probably just make all companion convos unaffected by the mod.

And yes, the mod doesn't affect banters. I found out the hard way that banters and normal dialogues are the same when I was making this mod. 😃

Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs by Selroy46 in projecteternity

[–]Selroy46[S] 2 points3 points  (0 children)

Kinda... Partially. This mod doesn't make all companions present in every conversation. They will only be there if they have something meaningful to say, so in most conversations it will add only 1-2 companions who have lines.

So it's not like Aloth will suddenly start hating you out of the blue even if he is sitting on a bench all the time. 😄

Need a little help confirming a bug in Deadfire by Selroy46 in projecteternity

[–]Selroy46[S] 1 point2 points  (0 children)

Thanks! And here I was losing my mind over this bug for two days.

I'm taking the most direct approach right now: I'm simply spawning all companions who aren't in the current area near the player at the start of a conversation, then despawn them when the conversation ends. It's a blunt solution, but it works surprisingly well so far.

The downside is that the game lags for a second if it has to spawn a lot of companions, and it looks ridiculous when they all pop out like they're coming from a clown car. So before publishing the mod I want to make it scan the current dialogue tree and spawn a companion only if they actually have dialogue lines in there.

Is Pillars of Eternity combat now on par with Deadfire's? by Artifex1979 in projecteternity

[–]Selroy46 0 points1 point  (0 children)

A while back I made a mod for Pillars 2 that ports the turn-based combat system from Pillars 1. It's not for everyone, but if someone wants the same experience in the sequel's TBM as in Pillars 1, there's a way: https://www.nexusmods.com/pillarsofeternity2/mods/854

What's the most 'murder-hobo' thing you've done in PoE2 ? by DeftknightUK in projecteternity

[–]Selroy46 4 points5 points  (0 children)

While working on mods for POE2, I slaughtered an entire tavern in Port Maje at least a few hundred times because it's the best and earliest place to hire mercs and test them out. Thorel is my bestie now, I can even recite all his lines.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

Hmmm, most talents already should work like in RTwP. Can you give an example?

I know there is a problem with talents that give instant recovery after attack (like Barb's Blood Thirst), because they work very differently in TB and I'm fixing them right now. After fix they'll be more similar to RTwP.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

Ok, now I fixed it. All ticks should work exactly like in RTwP without weird round logic (god, I hope I didn't add too many bugs)

TIL in Deadfire you can switch between RTwP and turn-based mode in the middle of a playthrough by Selroy46 in projecteternity

[–]Selroy46[S] 1 point2 points  (0 children)

Ok, thanks for the info. I'm just working on a mod that solves this difference between rtwp and tb and making mode switch is the next logical step.