Jump to content

Photo

Community Patch


  • Please log in to reply
374 replies to this topic

#181
flacito

flacito

    Newbie

  • Members
  • Pip
  • 12 posts
In response to post #88672833. #88701403 is also a reply to the same post.


Spoiler

MaxQuest, thanks for your fast reply. 

It is true I use other mods installed via Vortex. Is that not recommended? The mod causing the problem was:I disabled it and I lost my skills, but the missing strings are gone too. Thanks for the help! :)

Edited by flacito, 02 January 2021 - 10:25 PM.


#182
MaxQuest

MaxQuest

    Enthusiast

  • Members
  • PipPip
  • 117 posts
In response to post #88672833. #88701403, #88706553 are all replies on the same post.


Spoiler

> "Is that not recommended?"

Vortex doesn't install correctly if downloaded archive contains more than 1 folder. 

In case of Poe2_Deadfire_Tweaks - that mod bundle contains 26 mods - each in it's own folder. And when Vortex tries to install it, it:
- installs Casita_Samelia_Legacy_Fix
- puts the remaining 25 mods inside of Casita_Samelia_Legacy_Fix
- the game picks up all gamedatabundles correctly, but cannot find the localization of those 25 mods

See the attached screenshot: https://i.imgur.com/fkEF6cs.png

In order to fix this you have two ways:
- install the bundle manually in /override folder
- or install each mod one-by-one via Vortex

P.S. Community Patch had a similar problem with Vortex. Prior to v1.1.0, "CommunityPatch - Extended" file download which was containing Basic and Extra mods. Vortex was putting Extra inside of Basic, and the game couldn't find the localization strings. In v1.1.0, I've changed that file download to "CommunityPatch - Extra", which now contains only the Extra mod.

Edited by MaxQuest, 03 January 2021 - 03:19 PM.


#183
flacito

flacito

    Newbie

  • Members
  • Pip
  • 12 posts
In response to post #88672833. #88701403, #88706553, #88738668 are all replies on the same post.


Spoiler

That clears up a lot and, additionally, explains why some of my other mods simply didn't seem to work. Thanks for the info!

#184
Markus33

Markus33

    Journeyman

  • Members
  • Pip
  • 46 posts
Does using this mod disable achievements? (in regards to both the in-game ones worth points, as well as steam achievements)

#185
MaxQuest

MaxQuest

    Enthusiast

  • Members
  • PipPip
  • 117 posts
In response to post #88950398.


Spoiler

Using mods doesn't disable achievements. Enabling console cheats via iroll20s does.

#186
Phenomenum

Phenomenum

    Fan

  • Members
  • PipPipPip
  • 410 posts
Ничего себе... Glad to to see you in one peace!

In your absence, i've managed to do a several additions and tweaks, and wanted to upload some addon, but, you know, i'm working hard and barely have a spare time.

Symbol of Berath - Added Decay KW
4 spells Priest of Gaun - brought back Plant KW
Priest of Wael Confusion - Added Illusion KW
Fury Form of Druid attack - TreatAsWeapon=true
Pallegina five suns penetration - 7 > 9
Shattered Pillar - Wounds trait fix (10) REMOVE OLD
Distraction training - In progress
Defensive MIndweb - OnDamaged 3 times REMOVE OLD
Elemental weapons new Keywords so they will be deal seconary damage (Add statuseffect.stringtable!!!!).
Stag Carnahe AoE removed possible interrupts. REMOVE OLD
Cinder Bomb pickpocket - wrong attack ID
Vielo Vidorio - In progress
Barbarian Carnage AOE higlight for weapons (only need to add two-hadded weapons)

I've PM to you at Obsidian forum.

P.S. gn.lasting_empower is broken and doesn't work as intended (unexpected side effect: ability increasing duration of all incoming effects from allies and foes). Have an idea for fix, but it's 50/50.
P.P.S. Nailed it!

Edited by Phenomenum, 10 January 2021 - 05:52 AM.


#187
AndreaColombo

AndreaColombo

    Enthusiast

  • Members
  • PipPip
  • 108 posts
In response to post #89008653.


Spoiler

You're back!

Looking forward the new version :)

#188
Phenomenum

Phenomenum

    Fan

  • Members
  • PipPipPip
  • 410 posts
In response to post #89008653. #89022593 is also a reply to the same post.


Spoiler

Yes, yes) We already have chatted with MQ, so we try to deliver update soon.

#189
Markus33

Markus33

    Journeyman

  • Members
  • Pip
  • 46 posts
"Barbarian:
  • Carnage originated from offhand, no longer uses main hand's base damage"
What does this mean?  Only the off hand weapon deals carnage now?  So this makes 2 handed weapons better for very strong carnage then right?

#190
Phenomenum

Phenomenum

    Fan

  • Members
  • PipPipPip
  • 410 posts
In response to post #89047133.


Spoiler

No) In vanilla game, due to oversight, Carnage gamage with dualwielding calculating only for main hand weapon, and this calculation game uses also for offhand weapon damage, nomather weapon you have. For example, if you use Dagger for mainhand and Sabre for offhand, Carnage damage will use only Dagger for damage calculation.
In our mod, Carnage correctly uses both weapons to calculate damage for every attack.

Edited by Phenomenum, 12 January 2021 - 05:32 PM.





IPB skins by Skinbox
Page loaded in: 0.961 seconds