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"
It's a shame the speed bug in turn based combat was never fixed here. When in combat, you can delay your action and it gives you a reduced recovery time for future as a bonus. The bug surfaces after your next action though - the game ignores all the speed attributes that are supposed to reduce your delay after action. So yes, you get to act faster after you delayed your action once, but on the very next action you are punished, because the game bugs out and doesn't account for any extra speed you have. This is very noticeable, if you try to invest a lot of point into speed, and the game punishes you for delaying your turns.
I discovered a bug that I suspect is vanilla. This might be old news, I don't know.
The Captain's Eye passive from the Defiant Apparel headgear which gives the wearer Resistance to Perception Afflictions seems to only activate once combat has been started. This creates an issue when the wearer attacks from stealth with a blunderbuss with the powder burns modal active. The negative modifier to perception is applied and persists even though the distracted affliction is resisted.
My 8 perception character attacking with a blunderbuss from stealth gets +3 from perception on rolls and using Disciplined Barrage doesn't cancel this effect out either, but simply modifies the +3 Perception roll to a +8 one (aka my baseline value). This persists until the end of combat if and only if I start combat with a powder burns shot from stealth.
If I start combat in any other way I can then use the Powder Burns modal and block it fully with the Defiant Apparel as expected.
Hi there and thanks for the mod. I manually installed as was in the description but am wondering if it is not reflecting correctly. Are the icons from the images here supposed to change on the talent trees in game?
Also, something like this inside the game still doesn't specify Raw damage but just says 20% damage, is that a tooltip issue or something else I am dealing with?
Biting Whip now provides +20% raw lash, instead of +10% base damage
I want to translate this mod in French. I tried a CPK extractor but it's not what I need. Could you tell me how to follow the example of my German, Polish and Russian colleagues? Do I only need to translate .stringtable files and share my work? Thanks
You can: - take the /localized/en/ - duplicate it - rename the copy into /localized/fr/ - edit all the texts within stringtables to french - zip and share that folder
If you decide to translate it: - you will need to maintain the style and common names of effects and abilities for consistency. You can check vanilla stringtables at <game>\PillarsOfEternityII_Data\exported\localized\fr\text\game\ folder for that
This is bugged on rogue for sevreal skills displayed in tree (at least not sure how effects gameplay), backstab finishing blow and variations description are all bugged and give some system null refrence and some display text from last skill you looked at
Can you answer the following questions?: - do you also have CP.Basic? - is CP.Basic loaded before CP.Extra? - do you have Balance Polishing Mod? - do you have any other mods? - do you have all the DLCs? If not: which do you have / don't have?
The Keyword mod nerfs Dragon's Dowry by removing its bonus from Ring of Focused Flame. This change isn't documented anywhere in the description and DD is hardly a game-breaking weapon. Very disappointing and annoying.
In order for Dragon's Dowry to deal damage to fire-keyword-immune enemies (as it should, since it deals pierce), Pheno has removed the fire keyword from weapon's attack, and added a new fireWeapon keyword instead. This fireWeapon keyword was added to Scion of Flame, but not to Ring of Focused Flame. And tbh I no longer remember the reason.
If you want for Dragon's Dowry attacks get +10 accuracy from the Ring of Focused Flame, you can download the gamedabundle file below:
Ok I was getting a crash trying to enter port majhe the first time. The log entry is below. For some reason, removing the keywords bundle "fixed" the issue. Or at least allowed me to enter that map.
No clue why this would happen just because of adding the corresponding keyword especially since the keyword bundle does not mention projectile count.
Any ideas about this?
Basically this log shows the game trying to load a nav scene on entering this map the first time, and failing and so dumping me back to the main menu.
NullReferenceException: Object reference not set to an instance of an object at Game.GameData.AttackBaseGameData.get_DoesDamage () [0x00000] in <filename unknown>:0 at Game.GameData.AttackBaseGameData.IsHostile (IStatusEffectOrigin origin, UnityEngine.GameObject target) [0x00000] in <filename unknown>:0 at Game.AttackBase.IsHostile (UnityEngine.GameObject enemy) [0x00000] in <filename unknown>:0 at Game.GenericAbility.IsHostile (UnityEngine.GameObject enemy) [0x00000] in <filename unknown>:0 at Game.GenericAbility.UpdateWhyNotReadyFromStatusEffects () [0x00000] in <filename unknown>:0 at Game.GenericAbility.set_Owner (UnityEngine.GameObject value) [0x00000] in <filename unknown>:0 at Game.AbilityManager.AllocateAbility (Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject owner, Boolean registerWithAbilityManager) [0x00000] in <filename unknown>:0 at Game.AbilityList.AddAbility (Game.GameData.GenericAbilityGameData abilityData, AbilitySource source) [0x00000] in <filename unknown>:0 at Game.GameData.BaseProgressionTableGameData.AddAbilityToCharacter (Game.GameData.ProgressionUnlockableGameData ability, IAbilityOwner abilityOwner, Int32 characterLevel, AbilitySource source) [0x00000] in <filename unknown>:0 at Game.GameData.BaseProgressionTableGameData.AddAbilityToCharacter (Game.GameData.UnlockableAbility unlockable, Game.CharacterStats characterStats, AbilitySource source) [0x00000] in <filename unknown>:0 at Game.CharacterProgression.HandleCharacterProgressionNPC (Game.CharacterStats stats, Game.GameData.CharacterProgressionTableGameData progressionTable, Int32 adjustedLevel) [0x00000] in <filename unknown>:0 at Game.CharacterStats.HandleStartingProgression () [0x00000] in <filename unknown>:0 at Game.CharacterStats.Preactivate () [0x00000] in <filename unknown>:0 at Onyx.OnyxBehavior.PreactivateAllRoutine () [0x00000] in <filename unknown>:0 at Game.SceneLoadManager+LoadedScene+<PreActivateOnyxBehaviorRoutine>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0 at Game.SceneLoadManager+LoadedScene+<SceneLoadRoutine>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Game.<SceneLoadRoutine>c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
And I don't remember reports similar to this; so there is little that can be done here on my end.
But if you are interested in debugging, you can remove one by one the gamedatabundles from /CommunityPatchKeywords/design/ and this way find which file causes your error. And the next step would be to delete (one by one; or via bisection) the entries, in order to find the exact one.
455 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.
The Captain's Eye passive from the Defiant Apparel headgear which gives the wearer Resistance to Perception Afflictions seems to only activate once combat has been started. This creates an issue when the wearer attacks from stealth with a blunderbuss with the powder burns modal active. The negative modifier to perception is applied and persists even though the distracted affliction is resisted.
My 8 perception character attacking with a blunderbuss from stealth gets +3 from perception on rolls and using Disciplined Barrage doesn't cancel this effect out either, but simply modifies the +3 Perception roll to a +8 one (aka my baseline value). This persists until the end of combat if and only if I start combat with a powder burns shot from stealth.
If I start combat in any other way I can then use the Powder Burns modal and block it fully with the Defiant Apparel as expected.
Also, something like this inside the game still doesn't specify Raw damage but just says 20% damage, is that a tooltip issue or something else I am dealing with?
Thanks again
—EDIT, ignore this I found the issue
Thanks
I tried a CPK extractor but it's not what I need.
Could you tell me how to follow the example of my German, Polish and Russian colleagues?
Do I only need to translate .stringtable files and share my work?
Thanks
You can:
- take the /localized/en/
- duplicate it
- rename the copy into /localized/fr/
- edit all the texts within stringtables to french
- zip and share that folder
If you decide to translate it:
- you will need to maintain the style and common names of effects and abilities for consistency. You can check vanilla stringtables at <game>\PillarsOfEternityII_Data\exported\localized\fr\text\game\ folder for that
Working with the vanilla stringtables will be very useful indeed.
I'll take care of it as soon as I have a bit of time.
I will include your translation into upcoming update (ETA: 2-8 weeks)
is it possible to add french translation?
Thanks very much by advance.
edit; ciphers biting whip too
- do you also have CP.Basic?
- is CP.Basic loaded before CP.Extra?
- do you have Balance Polishing Mod?
- do you have any other mods?
- do you have all the DLCs? If not: which do you have / don't have?
https://www.nexusmods.com/pillarsofeternity2/mods/769
In order for Dragon's Dowry to deal damage to fire-keyword-immune enemies (as it should, since it deals pierce), Pheno has removed the fire keyword from weapon's attack, and added a new fireWeapon keyword instead. This fireWeapon keyword was added to Scion of Flame, but not to Ring of Focused Flame. And tbh I no longer remember the reason.
If you want for Dragon's Dowry attacks get +10 accuracy from the Ring of Focused Flame, you can download the gamedabundle file below:
https://drive.google.com/file/d/1EwTaSHtptjiU8KWZ2wUIRynU33z_Pvbo/view?usp=sharing
and place it into /override/CommunityPatchKeywords/design/
For some reason, removing the keywords bundle "fixed" the issue. Or at least allowed me to enter that map.
No clue why this would happen just because of adding the corresponding keyword especially since the keyword bundle does not mention projectile count.
Any ideas about this?
Basically this log shows the game trying to load a nav scene on entering this map the first time, and failing and so dumping me back to the main menu.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
ERROR: AttackRanged on 'Prayer_for_the_Body_Ranged' has a projectile count of 0 (invalid).
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at Game.GameData.AttackBaseGameData.get_DoesDamage () [0x00000] in <filename unknown>:0
at Game.GameData.AttackBaseGameData.IsHostile (IStatusEffectOrigin origin, UnityEngine.GameObject target) [0x00000] in <filename unknown>:0
at Game.AttackBase.IsHostile (UnityEngine.GameObject enemy) [0x00000] in <filename unknown>:0
at Game.GenericAbility.IsHostile (UnityEngine.GameObject enemy) [0x00000] in <filename unknown>:0
at Game.GenericAbility.UpdateWhyNotReadyFromStatusEffects () [0x00000] in <filename unknown>:0
at Game.GenericAbility.set_Owner (UnityEngine.GameObject value) [0x00000] in <filename unknown>:0
at Game.AbilityManager.AllocateAbility (Game.GameData.GenericAbilityGameData abilityData, UnityEngine.GameObject owner, Boolean registerWithAbilityManager) [0x00000] in <filename unknown>:0
at Game.AbilityList.AddAbility (Game.GameData.GenericAbilityGameData abilityData, AbilitySource source) [0x00000] in <filename unknown>:0
at Game.GameData.BaseProgressionTableGameData.AddAbilityToCharacter (Game.GameData.ProgressionUnlockableGameData ability, IAbilityOwner abilityOwner, Int32 characterLevel, AbilitySource source) [0x00000] in <filename unknown>:0
at Game.GameData.BaseProgressionTableGameData.AddAbilityToCharacter (Game.GameData.UnlockableAbility unlockable, Game.CharacterStats characterStats, AbilitySource source) [0x00000] in <filename unknown>:0
at Game.CharacterProgression.HandleCharacterProgressionNPC (Game.CharacterStats stats, Game.GameData.CharacterProgressionTableGameData progressionTable, Int32 adjustedLevel) [0x00000] in <filename unknown>:0
at Game.CharacterStats.HandleStartingProgression () [0x00000] in <filename unknown>:0
at Game.CharacterStats.Preactivate () [0x00000] in <filename unknown>:0
at Onyx.OnyxBehavior.PreactivateAllRoutine () [0x00000] in <filename unknown>:0
at Game.SceneLoadManager+LoadedScene+<PreActivateOnyxBehaviorRoutine>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0
at Game.SceneLoadManager+LoadedScene+<SceneLoadRoutine>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Game.<SceneLoadRoutine>c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: Line: -1)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
------- LOAD TO MAIN MENU --------
And I don't remember reports similar to this; so there is little that can be done here on my end.
But if you are interested in debugging, you can remove one by one the gamedatabundles from /CommunityPatchKeywords/design/
and this way find which file causes your error. And the next step would be to delete (one by one; or via bisection) the entries, in order to find the exact one.