Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

The Class Project
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
SpiralRazor 4 Feb, 2022 @ 12:05pm 
So is this 2.0 project dead?
Brave Ol' Buck 25 Jul, 2021 @ 6:22pm 
aloths skills go way off screen. anyone know how to fix this?
Truen 12 Jul, 2021 @ 10:18pm 
Does this mod still work?
Kthulu 18 Mar, 2021 @ 6:38pm 
does this mod remove two weapon fighting passive?
Kthulu 18 Mar, 2021 @ 5:50pm 
no
Myth 18 Mar, 2021 @ 5:38pm 
Is this still being actively worked on?
YzzSC 7 Mar, 2020 @ 11:04am 
Hmm I am wondering if this mod is what is making Aloths skill tree go waaaay off screen?
Harag 18 Jan, 2020 @ 7:07am 
Does this work with the final version of the game, and do I have to start a new game for this ?
zaldaria 17 Dec, 2019 @ 8:54am 
dead mod ?
Iceberg 13 Oct, 2019 @ 11:05pm 
no
0CT0 29 Sep, 2019 @ 6:57am 
Is this still beeing updated?
ℐrenicus 8 Sep, 2019 @ 1:48am 
@HERE is this mod fully compatible with the following? (Which are the best combination of mods for this game ;)

- Enhanced User Interace
- Less Experience Gain
- Level Cap Raised to 33
At Least Three Udon 24 Aug, 2019 @ 3:03am 
How do the extra background affect dialogue? I mean if I take Soldier will I have Mercenary dialogues or nothing at all?
Iceberg 23 Jul, 2019 @ 12:29am 
not really
Nazmina 20 Jul, 2019 @ 9:52pm 
is this still in progress?
Deth 26 Jun, 2019 @ 3:18am 
hnnng
Iceberg 23 Jun, 2019 @ 7:33pm 
"a normal override of progression tables that consists of just active abilities with the expectation that passives and other additional abilities will be added for each class."

Yeah I want that, hoping for fighter and barb
Iceberg 23 Jun, 2019 @ 5:38pm 
Do you have or know where to find the code for the vanilla fighter and barbarian progression tree passives arranged in such a manner that they could be more easily pasted into the mod xml? That would be sweet. The files I've looked at would be a lot to go through manually. Yours is so much more orderly and navigable.
avery.tullen 22 Jun, 2019 @ 4:50pm 
Can you make a version of this mod without the weapon proficiencies rebuild? I like the extra subclasses, but the level up screen gets really cluttered and eventually unusable with all the proficiencies getting tossed in the mix.
ElusiveSausage 22 Jun, 2019 @ 8:49am 
Hey it was worth a try considering how abandoned this looks. If I'm an asshole for that then so be it.
Prodigle 15 Jun, 2019 @ 6:17am 
Is this compatible with turn based mode?
Zippo 14 Jun, 2019 @ 12:36pm 
@Ghostneedle This is a free mod dude, stop acting like you're entitled to something here. It can take him however long he needs to make it. You don't get a say in anything here.
Bosen 6 Jun, 2019 @ 6:01am 
Ghostneedle needs to get some Sun
Rook 26 May, 2019 @ 6:43pm 
Is this compatible with the new Turn based mode?
Aeioyou 23 May, 2019 @ 10:57pm 
I mean, you are wrong with your first point, and your last point, and all the points in between.
ElusiveSausage 22 May, 2019 @ 2:29pm 
Also I'm not wrong with my first point. If the project takes forever to come out then people won't care when it does because they'll have moved on to other games and not feel like playing this one.
ElusiveSausage 22 May, 2019 @ 2:23pm 
lol, well my point is that I don't like not knowing if/when it'll get finished especially since he said it'd probably be done by now and the forum post about his progress on 2.0 has had basically zero updates. I thought I'd at least try something to help motivate them to finish it, I know that people are prone to procrastinate things forever especially when they have no deadline or pressure in any way.
mojave_wastelander 19 May, 2019 @ 5:59am 
"[Intimidate/Bluff] Now I'm going to do a second playthrough without the mod and I may or may not return for a third is completed depending on how long it takes"
Dirty Dan Devito 19 May, 2019 @ 2:01am 
unless youre considering paying him for his work youre kinda out of line here, hes doing it for fun not as a job. life happens, bud.
ElusiveSausage 19 May, 2019 @ 12:32am 
The more you just procrastinate and the longer it takes for this to come out, the less fans of the game will see it because they'll be done with the game before you complete it. Now I'm going to do a second playthrough without the mod and I may or may not return for a third when this is completed depending on how long it takes.
ElusiveSausage 16 May, 2019 @ 11:35pm 
You said it'd be pretty easy and would only take a couple of months. >.<
Armakoir  [author] 16 May, 2019 @ 10:32pm 
Unfortunately, I have not made significant progress on v2.0 though I have not abandoned the project.

@Aepervius - I don't see any reason why this mod would cause that problem with the guards.
ElusiveSausage 16 May, 2019 @ 10:29am 
Any modding news? I'm considering holding off on my second playthrough until you release your 2.0 mod if it's coming out soon like you predicted.
Aepervius 14 May, 2019 @ 3:48pm 
Has anybody else the problem that when attacking the imp in nekata , all guards of the map suddenly converge to attack the party ? I am in the level above normal "veteran" I think, and I say the imp I come from desiral - normally a fight start with the imp and that's it. But since I have this mod all guards converge and fight me (needless to say it is nigh impossible to beat 60 guards or however how many there is on the map).
Deth 1 May, 2019 @ 7:48am 
2.0 any time soon? :(
Dæson 19 Mar, 2019 @ 11:59am 
I'm not sure if I installed wrong, or something is just missing, but as i cant find any list of all changes. What happened to the 2h skill passives? I see things for ranged, 1h, dual weild and shield, but there are no passives for increassing 2h damage or output, am i missing something?
Armakoir  [author] 15 Mar, 2019 @ 11:35pm 
Yes it works, but a few of the descriptions are faulty.
rigomi 15 Mar, 2019 @ 4:02pm 
does this mod work in turn based mode or no?
Armakoir  [author] 9 Mar, 2019 @ 10:18am 
The Channeler was first released by a modder in June 2018, so technically it's more appropriate to say that the Psion is just a weaker version of the Channeler. But ultimately, yeah, the should be merged.
Lavie 9 Mar, 2019 @ 9:24am 
I second this, you should merge channeller and psion into one subclass. It is more sensible.