![]() Pillars of Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs. Paying homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment. Pillars of Eternity and Pillars of Eternity II: Deadfire are isometric, party-based RPGs set in a new fantasy world developed by Obsidian Entertainment. Hopefully this is not final, because Sensuki and I asked for the classic one to have a green rectangle with right angles, instead of rounded ones.Welcome to the Pillars of Eternity Subreddit! (simply go in Managed\iemod\buttons and place the version that you like the most in this folder) However, I'm no linguist, so if you see some bad names, you have a few days to voice your concerns.Īnd seriously, if you don't like these names, say it.Īlso Karkarov included a few more resolutions, as well as multiple atlases for you to chose from: i literally saw half of thrones' names), as well as things that sounded modern to me. I tried to filter them as good as possible, removing Geralts, Merrys and Pippins, Andrastes, Lindsay Lohans and that sort of thing (god. Well whatever, I made lists for other races anyway, just in case. The thing is, I'm not sure there ARE backers of those races at all, because from what I've been told about the press release version's chapter 1, there are only human backers or humans and elves (it's hard to distinguish). Not all elves are Glanfathans, some Orlans are Aedyrians, etc, but there will be no minorities in this mod Aumaua use Inuit/Icelandic names, as well as Maori (native new zealanders): Males Females Hearth Orlands also have Nahuatl names, which is Aztec, but I said fuck it and didn't bother with that. Elves and Orlans are mostly from Eir Glanfath, where names are Cornish, Welsh and Irish: Males Females Humans and Dwarves also live in Vailan Republics, which use Italian "romance-y" names: Males Females Humans and Dwarves are mostly from Dyrwood, Aedyr Empire, Old Vailia - these cultures use Old English/Anglo-Saxon and Scottish names. I've already talked about it here, so here's what you can expect instead of original backer names.Īfter reading Josh's post about races, cultures and names, I made some generalizations and took some shortcuts, but long story short: So again, find your companion's ingame name, then use RenameCreature ingamename newnameĮxample: RenameCreature Animal_Companion_Wolf(Clone) WolfieĪdded a checkbox in Options -> IE Mod: Fix Backer Names. This is important for when you respec into a Ranger, because your companion will be called something like BearCompanion. ![]() New a console command to allow you to rename creatures. It will be back though - just level him up, save the game and reload, the racial bonus will reappear.Īnother thing to consider is if you get some kind of special ability during the game that isn't accessible during leveling up, you will most likely lose it if you attempt to respec yourself.Įxercise caution with this console command, consider it experimental. You need to level him up first.Īlso of note that this console command removes all abilities from a character, including their racial bonus. Warning: do not attempt to transition/quit/save game while your character is level 0. Or type ChangeClass Companion_BB_Wizard(Clone)_4 Fighter - and he'll turn into a level 0 fighter instead. ![]() Now do ChangeClass Companion_BB_Wizard(Clone)_4 Wizard - your companion will fall down to level 0 and you'll be able to level him up differently from how he was. You'll get something like Companion_BB_Wizard(Clone)_4 in the console. So let's say you want to respec your "BB Wizard". New console command that allows you to respec yourself or your party members (drops them to level 0 and allows you to relevel them up), or you can do the same thing, but also change their class.Īs always, you must find the ingame name of your characters using the "FindCharacter command". So if you don't want it in its original position, type DisableTooltipOffset false. However, Karkarov's frame doesn't have a left bar. New console command "DisableTooltipOffset true/false" - when you're using a custom frame, the large enemy tooltip in the upper left corner of the screen is automatically displaced 150 pixels to the right to accommodate for a possible left bar. New console command "DisableRedCursor true/false" - allows you to disable the red disengagement cursor even if you're not using a "disable engagement" mod as per Sensuki's request. Makes autosaves happen before transition, rather than after.įixed ~10 mod related bugs. Added a checkbox in Options -> IE Mod: Disable Movement Recovery Penalty as per Sensuki's request.Īdded a checkbox in Options -> IE Mod: Autosave Before Transitions.
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