Mod version: 2.0.5 | Game version: Latest (5.0.0.0040 LAX123ABCDEFGHI|TB)
Installation Notes:
There are two ways to install Community Patch:
1. Manual (my personal favorite):
Download the packages you are interested in
Unzip them, and move unzipped content to game's mod folder which is /PillarsOfEternityII_Data/override
Note: manifest.json should be located in /PillarsOfEternityII_Data/override/<mod_package_name>/
2. Via Vortex:
Select the package you want to download
Mod Manager Download
Allow browser to open Vortex
Install
Enable
Repeat for each package you want to install
Notes:
you need to have Vortex installed
and have Pillars of Eternity II: Deadfire added as managed game (on Vortex's Games tab) (see screenshot)
if Vortex shows version incompatibility error during mod installation, ignore it. Community Patch is fully compatible with the latest version of the game (5.0.0.0040 LAX123ABCDEFGHI|TB). That error is a false positive due to Vortex being unable to parse correctly the game version from manifest.json (if that version had 3 dots in it, like 5.0.0.0040). Either way this should have been addressed in v2.0 of Community Patch.
double check that Vortex has installed the mod packages correctly in the override folder
Troubleshooting FAQ:
Q1: I have installed the mod, but I get missing strings. A: Make sure that "localized" folder is in the right place: - /override/CommunityPatchBasic/localized/ - /override/CommunityPatchExtra/localized/ - /override/CommunityPatchKeywords/localized/ - /override/CommunityPatchTypos/localized/
Q2: I have a black screen when I launch the game. A: This happens for a subset of players that don't have DLCs. - instead of using CP:Basic and CP:Extra download respective - "no LAX" versions from optional files. this versions are stripped of changes to "LAX" content that was added with DLCs. - otherwise you can remove gn.stun_reflex_debuff.gamedatabundle and cl.priest.spiritual_weapons_fast_cast.gamedatabundle from /PillarsOfEternityII_Data/override/CommunityPatchBasic/design/gamedata - and if you still experience black screen on launch, also delete: - items.shroud_of_phantasm.gamedatabundlefrom /PillarsOfEternityII_Data/override/CommunityPatchExtra/design/gamedata" - keywords_elemental_statuseffects.gamedatabundlefrom /PillarsOfEternityII_Data/override/CommunityPatchKeywords/design"
Would it be possible to fix the consumable/potion bug - maybe by making all potions instant use with a longer recovery time?
I know you've made a similar improvement for the first PoE with UPMod, but with this bug it's much more frustrating to deal with in Deadfire. With AI being turned on in any capacity, it constantly interrupts the drinking action.
Consumable usage: at some point along the way from 4.0 to 5.0, using potions and drugs in-combat got really flaky. If you have auto-attack enabled or AI script on, the game will frequently "forget" that you told a party member to use a potion or drug and will either replace your potion/drug consumption with an attack or glitch out and put you through the consumption animation without actually using the potion/drug. If you are into using these items, there are only two real fixes:
temporarily but completely disable AI for that party member while telling them to drink; wait to hear the tell-tale sound of the potion/drug being used before turning AI back on.
alternatively, set the party member to "Passive" in their AI settings. This might be a more general solution since they won't interrupt their potion drinking at all, and will continue to use AI scripts and auto-attack, the only difference being that you have to actively tell them to initiate combat at start or resume combat after telling them to stop an action.
"Defend Self" also works to a degree for a party member. They will still abandon their consumable usage if an enemy attacks them, but it is much less likely than Defensive or Aggressive where the AI will continuously abandon potion usage in favor of auto attack or scripts.
I understand you're currently busy, but this would be one of the easiest fixes, for one of the most egregious and annoying bugs there is.
CP: keywords mod breaks bonus elemental damage for Sun and Moon flail. I've seen discussion on the forums about that and a proposed solution to this problem, but seems it wasn't actually implemented ? Are there plans to do that ?
I have a question concerning the Riposte ability from the rogue. Does this mod increase its precision or penetration ? I red somewhere it does, unless it's from the BPM or maybe even vanilla Riposte does that.
Yes, it's definitely not an issue for me since such a change is deserved. Trickster won't have as much dps as other rogues on first levels, but it will catch up after that. Trickster spells totally make up for it. But it should be mentionned in the description of the mod.
Hello,Does this mod need a translation even for the basic content ?If so I could be volonteer for making the french one. Does the mod work on a current playthrough?
Think so. Just check what is done in the localized folder for the coressponding Language. If I understand the description right, it should work on current playthrough.
I have completed the french translation, I'm just not sending it right away because I'll be testing it a bit in game, see if there are things to fix. Please tell me when you update the mod, I will send the translation, for now it gives me time to polish it. Thanks again for this amazing mod.
hi, i'm having trouble with spells that are linear like the mind lance and the Three Bells Through. Both sometimes never even touch the enemy. Could that be a mod messing with attacks like that or is a normal bug?
What's the difference between ApplyOverTime and ApplyOnTick? Asking in regards to wounding shot, as I'm not sure I like the change to a static duration that doesn't scale with hits and intelligence.
ApplyOverTime and ApplyOnTick refer to ApplicationType UseDurationTime and UseDurationTimeUnadjusted and refer to DurationType --- The main difference between ApplyOverTime and ApplyOnTick is: - ApplyOverTime specifies what damage it will apply over the whole duration - ApplyOnTick specifies what damage will be applied on each tick
For example vanilla Wounding Shot DoT is ApplyOverTime: "Deals 20% Weapon Damage per 3.0 sec over 6.0 sec" - one could expect that total damage would be 20%, and that it would be split between two ticks, e.g: 10% on 3rd second and 10% more on 6th second - but that is not the case, because all DoTs also deal initial tick immediately on 0s; and ApplyOverTime tooltip is not aware of that. - under default conditions (regular hit, 10 int, and no effects that affect duration) it would be 3 ticks: 10% (0s, i.e. immediately), 10% (3s) and 10% (6s). Note the three times 10%; not three times 8.33% - additionally if that would be a graze the duration would become 3s, so 20%(0s, i.e. dealt immediately) plus 20% (on 3rd second). I.e. you have scored a graze but the procentual DoT would deal x1.5 more damage and twice as fast. That's bullshit. And reverse situation goes for crit - that said, the tooltip for ApplyOverTime (and especially for short ApplyOverTime effects) does poor job describing what happens internally
Meanwhile ApplyOnTick is very intuitive. That's why I have changed Wounding Shot to ApplyOnTick (10% per 3.0 sec for 6.0 sec) which results in three ticks for 10% (total 30%) And by setting UseDurationTimeUnadjusted it also became graze/crit/int independent; and now avoids those duration fluctuations.
P.S. Iirc DoT damage can still be additionally increased by Might bonus ;)
Hi, I finally uploaded my fix for this that I did some time ago and just uploaded it on Obsidian forums and forgot to add it here. Check it out, it should help. You might want to also check out this mod as it has my solution included although at a diffrent increments and with other cool changes.
433 comments
Mod version: 2.0.5 | Game version: Latest (5.0.0.0040 LAX123ABCDEFGHI|TB)
Installation Notes:
There are two ways to install Community Patch:
1. Manual (my personal favorite):
2. Via Vortex:
Notes:
Troubleshooting FAQ:
Q1: I have installed the mod, but I get missing strings.
A: Make sure that "localized" folder is in the right place:
- /override/CommunityPatchBasic/localized/
- /override/CommunityPatchExtra/localized/
- /override/CommunityPatchKeywords/localized/
- /override/CommunityPatchTypos/localized/
Q2: I have a black screen when I launch the game.
A: This happens for a subset of players that don't have DLCs.
- instead of using CP:Basic and CP:Extra download respective - "no LAX" versions from optional files.
this versions are stripped of changes to "LAX" content that was added with DLCs.
- otherwise you can remove gn.stun_reflex_debuff.gamedatabundle and cl.priest.spiritual_weapons_fast_cast.gamedatabundle
from /PillarsOfEternityII_Data/override/CommunityPatchBasic/design/gamedata
- and if you still experience black screen on launch, also delete:
- items.shroud_of_phantasm.gamedatabundlefrom /PillarsOfEternityII_Data/override/CommunityPatchExtra/design/gamedata"
- keywords_elemental_statuseffects.gamedatabundlefrom /PillarsOfEternityII_Data/override/CommunityPatchKeywords/design"
Q3. I am using GamePass and Vortex cannot find game's executable.
A. This is a minor goof-up on Microsoft's part. Instead of PillarsOfEternityII.exe they named it PillarsOfEternity2.exe
You can also see the difference in naming here:
- pc version: https://www.microsoft.com/en-us/p/pillars-of-eternity-2-deadfire-ultimate-edition-pc
- xbox version: https://www.microsoft.com/en-us/p/pillars-of-eternity-ii-deadfire-ultimate-edition
The Vortex version 1.4.12 released on 5th May 2021, should take care of that.
I know you've made a similar improvement for the first PoE with UPMod, but with this bug it's much more frustrating to deal with in Deadfire. With AI being turned on in any capacity, it constantly interrupts the drinking action.
https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/bugs-and-oddities
I understand you're currently busy, but this would be one of the easiest fixes, for one of the most egregious and annoying bugs there is.
I've seen discussion on the forums about that and a proposed solution to this problem, but seems it wasn't actually implemented ? Are there plans to do that ?
I have a question concerning the Riposte ability from the rogue.
Does this mod increase its precision or penetration ?
I red somewhere it does, unless it's from the BPM or maybe even vanilla Riposte does that.
Nope, CommunityPatch doesn't affect Riposte accuracy nor penetration
Afaik BPM mod adds +4 Accuracy and +1 PEN to Riposte starting from version 2.0
Trickster won't have as much dps as other rogues on first levels, but it will catch up after that.
Trickster spells totally make up for it.
But it should be mentionned in the description of the mod.
Have added to the description of CP:Extra that Trickster's Sneak Attack bonus is decreased from 20% + 5% (per PL above 1) to 15% + 5% (per PL above 1)
If you want, you can make French localization of CP.Basic and I'll include it in the next release (no ETA)
However I have absolutely no idea how to do it :(
I have never moded anything...
Please tell me when you update the mod, I will send the translation, for now it gives me time to polish it.
Thanks again for this amazing mod.
Take your time for polishing)
There is a chance I might continue the work on CommunityPatch 3.0 in 1 month. If that will be the case I will send you the pre-release
UseDurationTime and UseDurationTimeUnadjusted and refer to DurationType
---
The main difference between ApplyOverTime and ApplyOnTick is:
- ApplyOverTime specifies what damage it will apply over the whole duration
- ApplyOnTick specifies what damage will be applied on each tick
For example vanilla Wounding Shot DoT is ApplyOverTime: "Deals 20% Weapon Damage per 3.0 sec over 6.0 sec"
- one could expect that total damage would be 20%, and that it would be split between two ticks, e.g: 10% on 3rd second and 10% more on 6th second
- but that is not the case, because all DoTs also deal initial tick immediately on 0s; and ApplyOverTime tooltip is not aware of that.
- under default conditions (regular hit, 10 int, and no effects that affect duration) it would be 3 ticks: 10% (0s, i.e. immediately), 10% (3s) and 10% (6s). Note the three times 10%; not three times 8.33%
- additionally if that would be a graze the duration would become 3s, so 20%(0s, i.e. dealt immediately) plus 20% (on 3rd second). I.e. you have scored a graze but the procentual DoT would deal x1.5 more damage and twice as fast. That's bullshit. And reverse situation goes for crit
- that said, the tooltip for ApplyOverTime (and especially for short ApplyOverTime effects) does poor job describing what happens internally
Meanwhile ApplyOnTick is very intuitive.
That's why I have changed Wounding Shot to ApplyOnTick (10% per 3.0 sec for 6.0 sec) which results in three ticks for 10% (total 30%)
And by setting UseDurationTimeUnadjusted it also became graze/crit/int independent; and now avoids those duration fluctuations.
P.S. Iirc DoT damage can still be additionally increased by Might bonus ;)