A simple way on How To install mods in Pillars of Eternity and I will also have a look at the UI mod. Nexus Mods: http://www.nexusmods.com/pillarsofeternity/. By using the consoleyou can modify various game parameters in Pillars of Eternityand Pillars of Eternity II: Deadfire. However most console commands are classified as 'cheats', and the command IRoll20smust first be entered into the console to activate those.
- 1Modding
- 1.1Quests
Pillars of Eternity II: Deadfire Apr 21 2018 Released Apr 2018 Party Based Pursue a rogue god over land and sea in the sequel to the multi-award-winning RPG Pillars of Eternity. Captain your ship on a dangerous voyage of discovery. 1) Goto 'steamapps common Pillars of Eternity PillarsOfEternityData data localized en' folder. 2) Make a back up copy of the 'text' folder. 3) Unzip this mods zip file into the 'steamapps common Pillars of Eternity PillarsOfEternityData data localized en' folder' folder so it overwrites the 'text' folder.
Quests[edit | edit source]
Building own quests the easy way: Use the flowchart program form Obsidian, which is not public. The hard way: write your xml by hand.
The Structure of Quests is externalised as xml files. To build valid xml files use the 2 xsd files quest.xsd and conversation.xsd and an xsd validator like this one https://github.com/amouat/xsd-validator
Quests are 2 parted. The Conversation with the Questgiver or an attached Gameobject (Item, NPC, …) and the Quest.The Conversation is saved in .conversation files in […]/game/PillarsOfEternity_Data/data/conversations. To each Conversation is a Stringtable file needed, which contains the texts for the NPC and your reactions. These are saved in […]/game/PillarsOfEternity_Data/data/localised/[language]/text/conversations. These Files are combined by the filename and the <NodeID> tag. Every state of the conversation displays the corresponding text from the stringtable file.
The other part are the Questfile itself. They are saved in .quest files in […]/game/PillarsOfEternity_Data/data/quests. The Text for the questlog is also saved in a stringtable file in […]/game/PillarsOfEternity_Data/data/localised/[language]/text/quests. They are combined by the same filename and also the <NodeID> tag, but its more complex. The questlog distincts between:
Text for | Node ID in .stringtable |
---|---|
Quest Title | 0 |
Quest Description | 10000 |
Objective Title | NodeID from .quest file |
Objective Description | NodeID from .quest file + 10000 |
Addendum | AddendumnID from node from .quest file + 20000 |
End State Text | EndStateID + 30000 |
That's the core. Now some basic questions.
How does the game start a quest?[edit | edit source]
With the script function StartQuest(String) in the OnEnterScripts Tag of a TalkNode.
Example:
How to set the Questgiver?[edit | edit source]
Therefor you need the Name of the ingame NPC. Option a: Open game console and enter FindCharacter <name> Obtion b: Use IE Mod, open game console, open object browser with tt, navigate to top and find the name NPC_xxxxx
You need the name for this block in the conversation file. The Guid could be any valid Guid (0-9a-f, grouped 8-4-4-4-12) but it must be the same in all <SpeakerGuid> tags in the conversation file or PoE can not find the character which should say the Content of the Talknode.
How to advance the Quest?[edit | edit source]
Call one of TriggerQuestAddendum, TriggerQuestEndState (to go to the next state), TriggerTalkEvent and maybe others. [Documentation needed]
Example:
How to remember certain things?[edit | edit source]
Call SetGlobalValue(String, Int32) with parameter 'variable name' and 'value'.
What can I do besides display text?[edit | edit source]
You can call all methods in the Scripts class, and check all states with all methods in the Conditionals class. [Documentation needed]
How to let a party member interact with the conversation?[edit | edit source]
With a CharacterMapping entry for the companion he could be referenced in a talk node as speaker. For the companion names and guid see the documentation in the conversation.xsd file.
TODO is it possible to use Hirelings as Speaker?