Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

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The Class Project
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10.868 MB
26 Sep, 2018 @ 7:29am
2 Feb, 2019 @ 7:32am
19 Change Notes ( view )

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The Class Project

Description
The goal of this Project is to provide more character options, ability choices, and meaningful depth during character creation and progression. In order to accomplish this goal, numerous additions, changes, and tweaks to Classes, Subclasses, and abilities have been implemented.



Ongoing Rebuild to 2.0
With more time and energy, I have begun working on a 2.0 rebuild of this mod. You can give your input, know more about the changes, or follow my progress at https://forums.obsidian.net/topic/108837-the-class-project-20/



Incorporated Mods
Because of the nature of modding class progress tables, many of the class and subclass mods on the Nexus are not compatible with each other. With their permissions, the following mods have been incorporated into The Class Project.

Extended Spell Collection v2.0[www.nexusmods.com] by SiliconMage
New Wizard Subclasses v1.2.1[www.nexusmods.com] by SiliconMage
More Priest Subclasses v2.01[www.nexusmods.com] by NocturnalTrance
More Paladin Subclasses v3.0[www.nexusmods.com] by NocturnalTrance
Channeler Ciper Subclass v1.2.3[www.nexusmods.com] by GravitonGamer
Rogue Tweaks and Subclasses[www.nexusmods.com] by Armakoir
Ranger Tweaks and Subclasses[www.nexusmods.com] by Armakoir
Portions of POE2 Deadfire Tweaks[www.nexusmods.com] by Checoden


New Subclasses
Hidden vanilla subclasses (reserved for Companions) have been unlocked for character creation.

The following is a growing list of subclasses that have been introduced by the mods linked above and myself.
Cipher: Channeler[i.imgur.com]
Paladin: Luna Mystic[i.imgur.com], Sol Mystic[i.imgur.com], Umbral Mystic[i.imgur.com], Inquisitor[i.imgur.com]
Priest: Abydon[i.imgur.com], Hylea[i.imgur.com], Ondra[i.imgur.com]
Ranger: Guardian[i.imgur.com], Dusk Stalker[i.imgur.com]
Rogue: Saboteur[i.imgur.com], Acrobat[i.imgur.com], Swiftblade[i.imgur.com]
Wizard: Martialist[i.imgur.com], Demolitionist[i.imgur.com], Spellslinger[i.imgur.com], Hexer[i.imgur.com]


Prestige "Classes" and Feats
Prestige Classes and Feats are unique abilities for characters that become available when certain conditions are met. The first of (hopefully) many Prestige Classes is:
Dwarven Defender[i.imgur.com]


Class Rebuilds
I have included my new rebuilds of the Barbarian and Fighter progression tables, pictures of which are included in the images above. Both classes need more ability options and this is the impetus behind these initial changes.

For the Fighter, I have broken the vanilla fighting stances into separately trained stances with upgrade chains. From a design perspective, I am trying to make the Fighter into a self-buffing adventurer with single-target weapon based attack abilities. The Fighter should be the best at hold his or her own against a single tough enemy.

For the Barbarian, I have broken the frenzy mini-tree into separately trained frenzies with upgrade chains. From a design perspective, I'm trying to make the Barbarian into the most efficient melee AOE class type with tankability during frenzies.


Passives Rebuilt
- Recently updated
A select number of generic passives are now locked behind a character's Background selection. A Background now provides the character with 2 automatically granted passives at power level 5. I have also expanded the number of generic passives from to roughly 80 (up from ~50) and plan to create more. The number of available Backgrounds has also been expanded and each Culture may now choose from one of 17 Backgrounds (the maximum allowed by the UI).

Because Class selection occurs before Culture and Background selection, I have implemented a "cyclopedia" at the beginning of the character creation process that will allow you to preview the abilities associated with your character choices.

Compared to the previous versions of this mod, the passives are far less background intensive.


Weapon Proficiencies Rebuilt
The system of weapon proficiencies has been rebuilt and expanded, and includes the following features:
  • Unproficient weapons now suffer an accuracy penalty.
  • Each weapon type now has three available modal abilities (the vanilla modal has been "deleted")
  • These modal abilities require training and become available after selecting a weapon proficiency.
  • Modal abilities occupy 1 of 3 groups: Primary, Secondary, Ranged
  • Only a single proficiency within a single group may be active at a time
  • You now have the option to select "No Proficiency" during character progression

Highlight: "Pistol Whip" for Pistol and Arquebus.

Notes: Only newly created characters will suffer the Unproficient accuracy penalty. For existing characters, the new modal abilities will become visible during the next level up.

WIP: I am working on new icons and descriptions for each modal ability that will help relay info in the UI.


Support and Development Plan
If you find something that might be a bug, please post a comment. If you notice gross imbalances, please post a comment. If you have overall suggestions, please post a comment.

These are the bigger items on my To-Do list:
  • Revisit my Passives rebuild. Right now, access to passives is too heavily focues around backgrounds, and that's not ultimately what I'm going fo.
  • Add some new subclasses and prestige classes, as inspiration provides.
  • Rebuild Monk and Paladin. These two classes are not in bad shape, but I would still like to give them more options in line with my design changes.
  • Companion progression tables. These changes work with companions, but there are some issues regarding the assigned abilities that need to be addressed.
  • Continued UI improved via icons and descriptions and the overall display of information.The UI is actually the biggest limiting factor with this mod.


Compatibility
The Class Project modifies ALL of the vanilla class progression table entries (the game will only load and recognize a single progression table) and numerous vanilla abilities.
This mod will, therefore, conflict with any mod that changes select abilities and/or progression tables. Progression table conflicts will have more negative impact, so The Class Project should be loaded after other such mods (if those mods must be installed).


Installation
After verifiying that an "override" folder exists in the "PillarsOfEternityII_Data" folder, click the Subscribe button.
Popular Discussions View All (5)
59
24 Apr, 2020 @ 8:08pm
PINNED: Bug Reports & Known Issues
Armakoir
20
23 Oct, 2020 @ 6:56am
PINNED: Ideas and Suggestions
Armakoir
2
6 Nov, 2018 @ 2:33pm
Vanilla Class Rebuilds
Hermit
206 Comments
Ikoniq 23 Jul, 2024 @ 11:11pm 
hello, I have a bug with the "Pistol Whip" passive. I activated it on an arquebus, and now the item is locked (when I try to change weapon set or unequip it I have the "That item can't be removed" error message) and the character will only attack in melee, even if the passive is toggle off. The weapon is also stuck to the character's hand.

Anyone encounter this before and know how to resolve it?
FBange 16 Jul, 2024 @ 8:28pm 
Nice
Aurora Shines 24 Nov, 2023 @ 5:49am 
Perfecto
SimonTheSorcerer 4 May, 2023 @ 7:24am 
It's okay, it's a free mod, we have no right to complain, thank you for making the original version that was great as it is. We have to move on, we can't be playing Pillars 2 forever, although I only have about 2 hours per week to play, so I still haven't finished, even though I started in 2019 :D Would have been nice if I could have made a second run with this run but you know let's not be greedy, this was good enough, maybe Avowed will be good? because there won't ever be a Pillars 3 sadly :( (Pillars 2 did do well financially)
Armakoir  [author] 2 May, 2023 @ 3:45pm 
The offscreen passives are a UI limitation and not a compatibility issue, unfortunately. Sorry for not continuing with this mod. Life has taken me other places.
selendile030 27 Apr, 2023 @ 6:49am 
Some passives clip off the screen; is there any way to fix this or is there a mod compatibility issue on my end?
Phantom Idol 26 Feb, 2023 @ 11:23pm 
Those additional weapon powers are causing the expanded active ability list to push all the passives off screen.
SimonTheSorcerer 3 Jan, 2023 @ 2:56pm 
Any news on the 2.0 version of this? :D No worries if you abandoned it, it's a free mod after all,. Thank you for making this for us and sharing it MUCH APPRECIATED! You breathed new life into this already fantastic game (I wish I had the free time to work on mods, also I'm a Java developer not C++, but they are very similar).
Spook. 19 Aug, 2022 @ 11:41am 
What is crafting recipes with legendary weapons?
They require legendary weapons to craft exactly same legendary weapons (dragon's dowry for dragon's dowry) and i did not noticed any changes after craft.
Fen-Sama 29 May, 2022 @ 5:24am 
@SipralRazor yeah its dead unfortunately