

- #Pillars of eternity ii below 10 attributes how to#
- #Pillars of eternity ii below 10 attributes code#
- #Pillars of eternity ii below 10 attributes windows#
I'm guessing there will be strong resistance, but I'm not certain. I'm interested to hear what the Pillars community thinks about this. It got me thinking: why are we allowed to choose values as low as 3 in games like Pillars? So I decided to write up my thoughts. I'm normally a pretty extreme min-maxer in CRPGs, so I was quite surprised by this. I've been playing Pathfinder Kingmaker recently, and noticed that in character creation, you are limited to a minimum base value of 7. Should games like Pillars of Eternity also have such restrictions, in order to promote role-playing and prevent absurd ludonarrative dissonance? Or is it perfectly fine and desirable for players to be able to create characters with the intelligence of a brick? Some explanation what the numbers behind the types mean.Ībility types ( If you see "EffectType" in an ability, talent, spell etc, it actually means this "Ability types" and not the "Effect types" from above.TL DR: other role-playing games and role-playing systems restrict their characters to reasonable attributes when creating a character, for example having lower limits of 7 points for a given attribute. I know the topic is old, but this fits best here. unit圓d file to the same name as the one in the game's directory, and put it there (back up the old one first). If you want, you can open the file you just saved, go in and look at the info, and the StatusEffects array should now have a second item which modifies Interrupt. Save this file (from the window where it says CAB-xxxxx), as DirtyFighting2.unit圓d. Again, no confirmation, but it has imported the asset file back into the bundle. It won't let you save as the file you have opened, so call it Import.assets. Nothing much will happen, but it has now imported your changes.

Now, click the Import Dump button (this one only appears when you open assets files, hence why I mentioned that it's an important difference) and select your dump.txt. Open up Export.assets again, and select the largest MonoBehaviour. Now you're done editing, so let's reimport the file. Whichever way you do it, remember to change the second to, and set the array's Size to 2. unit圓d file, export it to a dump in the same way we did earlier, and copy that item's StatusEffect into this file, changing the Value for the interrupt bonus from 15 to whatever you like. A much easier way is to find the Interrupting Blows'.
#Pillars of eternity ii below 10 attributes code#
Now, we could just copy that whole item (from down to and including m_deserializeInitiated), then go in and change the extra stat, but then we would need to figure out what value represents Interrupt in the ModifiedStat property, which requires opening up the game code in ILSpy. Inside it is an item, starting with a line. And, what's more, we can now edit this text file, import it back into the asset and our changes will be applied! So, scroll down and find the StatusEffects array. Here is our ability, in a nice readable format. For now, just highlight the largest MonoBehaviour and click Export Dump. It will take you straight to the assets info screen, with one important difference that we'll come back to later. Use UABE to open the file you just exported. It will prompt you for a location and a file name, let's call it Export.assets (the file type doesn't matter).
#Pillars of eternity ii below 10 attributes windows#
But since this is too tedious to do with a hex editor, let's do it the proper way!Ĭlose down all the UABE windows except the first one, where it says CAB-xxxxetc. Ideally, we would have a second StatusEffect in this array, for the extra Interrupt. This is the 10% extra hit-to-crit chance. Open it, and you'll see a StatusEffect that modifies one stat by 1.1. This is a GeneralAbility, and it has a StatusEffects array which is interesting. Again, find the biggest MonoBehaviour and look at it. unit圓d file and open it with UABE (Disunity will not work).
#Pillars of eternity ii below 10 attributes how to#
Read my other tutorial to figure out how to find Dirty Fighting's. Let's say we want to edit the Rogue's Dirty Fighting ability to give it a bonus to Interrupt as well as hit-to-crit conversion. It will work fine for just changing values and setting properties, but if we want to do more advanced stuff we need a better way to edit these files. But, a hex editor will only get us so far. In my other tutorial ( ) I explained how to edit the game files by using UABE and a hex editor.
