Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

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The New Class Project
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10.488 MB
21 Apr, 2020 @ 6:53pm
10 May, 2020 @ 5:27am
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The New Class Project

Description
I've received the greenlight from Armakoir to update this mod, so here it is, let me know if there's anything wrong.

So why should I download this mod instead of the original?
This mod is an updated version of the original, here's a detailed changelog:

- The original TCP had the Extended Spell Collection v2.0, here it has been updated to v4.0 that has updated spell descriptions and new spells
- More Priests subclasses updated to v4.0 from v2.01
- More Paladin subclasses updated to v4.0 from v3.0
- Removed extra Proficiencies feature which caused a bug on the abilities screen[imgur.com]
- Added Level Cap Raised to 33 mod (If you don't want this feature delete the "levelcapraise.gamedatabundle" from general folder.)
- This mod has new icons, if your game don't show them on the Paladin subclasses, find this mod in your steam workshop folder, copy the "2069852198" folder and paste on your game "override" folder, this should? fix the problem.

Semi Original 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.

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 v4.0[www.nexusmods.com] by SiliconMage
New Wizard Subclasses v1.2.1[www.nexusmods.com] by SiliconMage
More Priest Subclasses v4.0[www.nexusmods.com] by NocturnalTrance
More Paladin Subclasses v4.0[www.nexusmods.com] by NocturnalTrance
Channeler Cipher 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
Level Cap Raised to 33[www.nexusmods.com] by 2house2fly


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

The following is a 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[imgur.com], Umbral Mystic[imgur.com], Church Inquisitor[i.imgur.com]
Priest: Abydon[imgur.com], Hylea[imgur.com], Ondra[imgur.com]
Ranger: Guardian[imgur.com], Dusk Stalker[imgur.com]
Rogue: Saboteur[imgur.com], Acrobat[imgur.com], Swiftblade[imgur.com]
Wizard: Martialist[imgur.com], Demolitionist[imgur.com], Spellslinger[imgur.com], Hexer[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[imgur.com]
Griefshifter[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.


This feature has been removed due to a bug making the passive abilities in the abilities screen way offscreen.

Support and Development Plan
Hopefully everything is in order.

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 (1)
4
21 Jul, 2020 @ 12:04pm
Suggestions
Occhi
97 Comments
soppyamoeba8402 #FixTF2 31 Aug @ 8:37am 
Is this dead?
Bossonova420 3 Aug @ 9:13pm 
nothing for the druid?
Welcome to Pandora 31 Jul @ 7:55pm 
Can you use this mod on your saved games? Or need to restart the whole game?
TunaSamich 4 Sep, 2023 @ 2:43am 
needs update so I can do another playthrough :dsheart:
Daniel_USA 16 Mar, 2023 @ 2:24am 
I was experiencing the issue with missing textures and conflicts with other mods and the way I fixed it was by doing what was posted in previous comments.

Basically, the way steam installed the mod doesn't work correctly or something. So you need to copy the mod from the workshop install folder and put it inside the "override" folder for this game.

Once you do that, you aren't done though!

You need to return back here, favorite the mod, then unsubscribe from it.
Now you should be able to launch the game and activate the one that is a copy.

IF YOU DON'T DO AS I SAY IT MESSED UP THE MOD LIST AND GLITCHES THE MENU WHEN TURNING ON AND OFF MODS!!!
MrJane 14 Feb, 2023 @ 5:12pm 
I'd love to see this mod get updated! Was looking for a mod that'd give me reason to do another playthrough. I hope someone takes it on.
SpiralRazor 23 Jan, 2023 @ 1:47pm 
Something is definitely messed up lol..i dont think Fighter should have Secrets of Rime in there class tree.
Eliphas 31 Dec, 2022 @ 2:45am 
Buffs from backgrounds doesn't seem to work. For example +1 fire pen from Clergy
Naked Granny 6 Oct, 2022 @ 8:56pm 
To new users: DO NOT DOWNLOAD OR TRY TO USE THIS MOD.

It is defunct and absolutely will break many other mods, preventing them from working. Worse yet, this mod doesn't completely work correctly either, causing many many display problems, broken class progression tables, missing abilities and description strings, duplicate abilities and other problems. It uses the old broken method of modifying class tables and abilities (by literally just... overwriting them completely), and is thus highly incompatible with just about anything.

Again, do not use this mod.
bry2059654 18 Sep, 2022 @ 7:36pm 
I don't know why but im getting the white box red x icon on Savage attack after selecting great sword proficiency. i just started the game, i don't know if there will be any other icon bugs. help?