If there's a space in the name of your character, i.e. Dwayne Dibbley, you just type FindCharacter Dwayne (or FindCharacter Dibbley). Basically any string separated by the space(s).
IE Mod
Started by
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, Mar 26 2015 05:26 PM
2289 replies to this topic
#571
Posted 17 April 2015 - 02:35 AM
#572
Posted 17 April 2015 - 02:38 AM
Oops, replied to wrong post.
Edited by OrcwardMoments, 17 April 2015 - 02:39 AM.
#573
Posted 17 April 2015 - 02:40 AM
Click on the "CHANGES" button to see the changelog for each version of the mod.
#574
Posted 17 April 2015 - 02:49 AM
Enemies will still 'engage' your characters, as in vanilla. What this mod does is remove the penalties if you want to play a more tactical game, i.e. break away from an enemy to go help your wimpy wizard, without suffering a massive free hit from a melee enemy who's now five meters away.
#575
Posted 17 April 2015 - 02:58 AM
It has no game rule changes or cheats. At the moment it is mostly just improving the pathfinding of the enemies.
In the stock game they have a very bad tendency to get stuck on each other and once 2-3 engage your tank, the rest either just stand still doing nothing while they wait for their turn, or they run laps around the party until there's an opening on the tank.
The "improved AI" option tweaks the pathfinding to make them less likely to get stuck, and also tweaks the targetting AI to make them less likely to run straight for your tank, though with the engagement system, the tank can still easily "trap" them.
In the stock game they have a very bad tendency to get stuck on each other and once 2-3 engage your tank, the rest either just stand still doing nothing while they wait for their turn, or they run laps around the party until there's an opening on the tank.
The "improved AI" option tweaks the pathfinding to make them less likely to get stuck, and also tweaks the targetting AI to make them less likely to run straight for your tank, though with the engagement system, the tank can still easily "trap" them.
#576
Posted 17 April 2015 - 03:02 AM
yeah sorry that is out of date. The PEFirst C# project is the only one you need to worry about and it doesn't need ILSpy. If you place your POE dlls in a poe-assemblies\1.0.4.054\win subfolder, then you should be able to build & run PEFirst in the "FIRSTRUN" configuration. then you should be able to restart Visual Studio and switch the build configuration to "Debug" and make your edits to the PEFirst project and Build/run it to modify your game files.
#577
Posted 17 April 2015 - 04:44 AM
OK I've got it working now finally! Here are all the steps I took.
Bester's Modding Framework Setup Tutorial - Setting up to make and submit changes:
- Sign up for bitbucket and get Atlassian sourcetree.
- Fork Bester's Modding Framework from https://bitbucket.or...ding-framework/ and clone your forked repository to your computer, to a location of your choice.
- Add the following folder structures to that folder: 1) poe-assemblies\1.0.4.054\win (replace version number with the newest number) and 2) poe-assembly-public\
- Copy everything from ..\Pillars of Eternity\PillarsOfEternity_Data\Managed to the newly created win folder
- Also put another copy of Assembly-CSharp.DLL directly in the poe-assemblies folder. This can serve as a backup also, so don't delete it.
- Open PEFirst.sln with visual studio
- Go to PEFirst project properties->reference paths->add the path to the poe-assembly-public folder and another to the win folder as reference paths. The public assembly folder should be before the win folder in the list.
- Go to Build->Configuration Manager->set the configuration for PEFirst to FIRSTRUN
- Build the solution. Visual Studio should automatically fetch four Mono.Cecil DLLs with NuGet. Run (ctrl-f5).
- It should succeed. Now close Visual Studio. There should now be a public version of Assembly-CSharp.DLL in the poe-assembly-public folder. Leave it there.
- Reopen your fork in Visual Studio. Go back to build config manager and set the config for PEFirst to Debug.
- Go to ~line 55 of Program.cs, you should see the line: AssemblyDefinition asm = AssemblyDefinition.ReadAssembly(source); or something similar. Comment this line out and add a line below it as follows: AssemblyDefinition asm = AssemblyDefinition.ReadAssembly(@"MYPATH"); where you replace MYPATH with the full path to the Assembly-CSharp.DLL IN THE WIN FOLDER. NOT the public version in the poe-assembly-public folder.
- Go to ~line 33 of Program.cs, you should see the line: ApplyModToGameFiles(SourceAssembly("win"), @"D:\SteamLibrary\SteamApps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll"); or something like it. Comment this line out as well and add a line below it with the full path to Assembly-CSharp.dll in the Pillars of Eternity installation on your computer.
- The solution should now build and run. If you look in ..\Pillars of Eternity\PillarsOfEternity_Data\Managed, Assembly-CSharp.DLL should be modified.
- You can now write your mod.
Bester's Modding Framework Setup Tutorial - Setting up to make and submit changes:
- Sign up for bitbucket and get Atlassian sourcetree.
- Fork Bester's Modding Framework from https://bitbucket.or...ding-framework/ and clone your forked repository to your computer, to a location of your choice.
- Add the following folder structures to that folder: 1) poe-assemblies\1.0.4.054\win (replace version number with the newest number) and 2) poe-assembly-public\
- Copy everything from ..\Pillars of Eternity\PillarsOfEternity_Data\Managed to the newly created win folder
- Also put another copy of Assembly-CSharp.DLL directly in the poe-assemblies folder. This can serve as a backup also, so don't delete it.
- Open PEFirst.sln with visual studio
- Go to PEFirst project properties->reference paths->add the path to the poe-assembly-public folder and another to the win folder as reference paths. The public assembly folder should be before the win folder in the list.
- Go to Build->Configuration Manager->set the configuration for PEFirst to FIRSTRUN
- Build the solution. Visual Studio should automatically fetch four Mono.Cecil DLLs with NuGet. Run (ctrl-f5).
- It should succeed. Now close Visual Studio. There should now be a public version of Assembly-CSharp.DLL in the poe-assembly-public folder. Leave it there.
- Reopen your fork in Visual Studio. Go back to build config manager and set the config for PEFirst to Debug.
- Go to ~line 55 of Program.cs, you should see the line: AssemblyDefinition asm = AssemblyDefinition.ReadAssembly(source); or something similar. Comment this line out and add a line below it as follows: AssemblyDefinition asm = AssemblyDefinition.ReadAssembly(@"MYPATH"); where you replace MYPATH with the full path to the Assembly-CSharp.DLL IN THE WIN FOLDER. NOT the public version in the poe-assembly-public folder.
- Go to ~line 33 of Program.cs, you should see the line: ApplyModToGameFiles(SourceAssembly("win"), @"D:\SteamLibrary\SteamApps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll"); or something like it. Comment this line out as well and add a line below it with the full path to Assembly-CSharp.dll in the Pillars of Eternity installation on your computer.
- The solution should now build and run. If you look in ..\Pillars of Eternity\PillarsOfEternity_Data\Managed, Assembly-CSharp.DLL should be modified.
- You can now write your mod.
Edited by pacman7654, 17 April 2015 - 04:02 PM.
#578
Posted 17 April 2015 - 04:46 AM
Good stuff.
Out of curiosity, what are your future plans with modding the AI?
Out of curiosity, what are your future plans with modding the AI?
#579
Posted 17 April 2015 - 07:07 AM
Any plans to add alternative XP tables: more XP required to get to a new level so the problem of hitting the cap too early will be diminished?
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