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Eternity Pillars of Eternity II Beta Thread [GAME RELEASED, GO TO NEW THREAD]

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,390
Bubbles In Memoria
So excited for this. Ima romance a sword, stick the hilt up my ass and slay a dragon with it.

hVjzm4T.jpg

What's up with that gay-ass censoring?
 

Max Edge

Guest
Ok, sword romace, yes yes. But what with oldschool homosexual otherkin romaces? There is any?
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,131
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
AwesomeButton Just noticed the link in your signature. What's that?
I thought everyone had seen it, you of all people :D :
It wouldn't be difficult to write a sleek and handy editor specifically for these files, to make searching through them easier and editing more error-free. I can't promise I'll be doing that though.

I've been working on an editor, and it's in the final stages before a prototype can be released. It allows you to edit objects in the ".gamedatabundle" files, save your changes as separate copies of those objects, and then export them, so they can be copy-pasted into a mod's gamedatabundle file.

The main advantage of the editor is that it fetches game data objects referenced from different gamedatabundle files. So when you are editing an item, you don't have to go through 3 files (items > attacks > status effects) in order to change the duration of something. This saves you time and effort because you don't have to switch between different files, and search manually with ctrl+f in each one.

Secondly, the editor reduces the chance for technical errors and typos, by using input validation on the fields which you are allowed to change.

Thirdly, the editor filters out from view any system fields and/or objects, which are not suitable for modding, letting you concentrate on the stuff that's of interest to a modder.

With enough time for development, and if there is interest, I plan to add a big number of quality of life features. For example it would be useful if the editor tracks the changes you make to objects, and presents you with a changelog, which you can then export and directly put into your mod's description. I plan to add means for donating once the editor's prototype is online.

The editor is web based, but there is no server-side logic or functionality which needs a webserver. Everything you do happens on your own machine, in your browser's memory. No data about your mod or usage of the editor is being recorded on the server. In fact once you open the editor, you can safely switch off your internet connection. Changes are being saved in the web browser's memory, which carries the drawback that on refresh of the browser tab, you will lose all changes which you haven't exported.

The basic workflow is:
1. Load a gamedatabundle file into the editor. If you don't load one yourself, the contents of the vanilla gamedatabundle file will be used for modding.
2. Select a category which you want to make changes to - for example progression tables. Make your changes to the progression table you chose and hit Save. A copy of the object you changed is recorded.
2.1 From a progression table you have access to a list of abilities for the object you chose to edit. Selecting an ability from the list will load the ability's object for editing, without need for you to switch screens or do anything manually. From the ability you may proceed to edit the attack associated with that ability, and from that, proceed to edit the status effects applied by that attack. All this is happening through the UI, you don't see the json code.
3. Go to the tab for exporting changed data. It contains a list of objects which have been changed across all gamedatabundle objects. Review the json code and export it for inclusion in your modded .gamedatabundle file.

I've also made a thread on the Obsidian Deadfire forum. It's a couple of weeks from release. I just want to add some more capability for editing objects from .gamedatabundle files, then add some UI styling, so I can show the first pretty screenshots/teaser video made with a smartfone camera.
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
Ashley Johnson is doing the narrator's voice during the start of the game. So that's why she only voiced a sidekick instead of a companion.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
There's nothing wrong with mixing a variation of some themes from the first game. People do it all the time with established franchises, both in games and movies. I actually like that, it gives it a sense of continuity.

The issue here though is that the whole theme lacks focus and clear direction. He opens up with this dramatic wallop for no fucking reason whastoever and then it suddenly progresses into some of the soothing themes taken from the first game, and after that it basically just randomly bounces around for 3 minutes.

I kind of agree with Lacrymas that it seems put together in 20 minutes from some leftovers bits Bell had lying around.

And the sound is fucking shit, there can be no understatements here. It's fucking shit. I don't know if orchestra they hired was thin in the brass section or something, but there's way too much strings, they spill into everything and it makes the orchestra work against itself.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,563
Pillars of Eternity 2: Deadfire
It's just a fucking PoE1 theme re-done.
Dude, the entire game is just fucking PoE1 re-done.

I kinda wish it were so. PoE 3.0 actually had tested and working systems. Classes were actually unique and distinct. There was strategic management trough the rest spell recovery and health & endurance mechanics.
The DR seemed to be a better solution then the current penetration thingy.

I really wish Obsidian polished what they had, rather then streamline and redo lots of rules.
Well, at least the changes to status afflictions seem like an improvement.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
I liked the theme and I'm glad they're making that the main theme for Pillars as a whole.

I do wish this particular one had worked into a bombastic climax, just seems like it would've fit the high seas theme for the game and it just feels like that's what it's going for at the start of the track. The string-heavy part in the middle feels a bit lacking in direction and goes on for too long.
"Lacking in direction" is what I was thinking when I heard it, yeah. It feels like it rambles about too much in the middle
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,612
Location
Denmark
Watching the stream and the full VO is already starting to annoy me abit :( especially the narrator of everybodys actions
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,738
Pathfinder: Wrath
A lot of these kinds of composers only know how to write notes (or punch them in Cubase), as opposed to music and that's why it's meandering and meaningless. The orchestra can alleviate this somewhat by throwing sand in the eyes with a lot of timbres, effects and massive sounding textures, but he doesn't even do that. Even in these kinds of music, Justin sounds boring and creatively bankrupt. Functional music, i.e. the one that is for film/video games/whatever, can be very effective and can employ all kinds of tricks to keep you in suspense, so it's not the genre that is the problem.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
I know that Eothas takes your soul and you are lvl 1 again but how are companions that did all that shit with you in PoE 1 also lvl1?!?!
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
I see new combat music is as bad if not worse than one from PoE1. I had to turn off that shit after 1 hour.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
A lot of these kinds of composers only know how to write notes (or punch them in Cubase), as opposed to music and that's why it's meandering and meaningless. The orchestra can alleviate this somewhat by throwing sand in the eyes with a lot of timbres, effects and massive sounding textures, but he doesn't even do that. Even in these kinds of music, Justin sounds boring and creatively bankrupt. Functional music, i.e. the one that is for film/video games/whatever, can be very effective and can employ all kinds of tricks to keep you in suspense, so it's not the genre that is the problem.
It is really depressing how boring it have become the game/movie music. Only good orchestral music is from paradox....oh and SpellForce 3.
 

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