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One aspect of this that I am not big on is making maps. So if anyone has a map they would like to contribute to the project let me know. It needs to be sized at least 3X3.
This would allow me to focus on the things I like doing and will greatly increase the chance I actually finish the mod.
There are 3 files in that folder. Bonus new contains the data for thje items. AutoProperties contains information on the properties of items, things like Chane to X, or bonus damage. The properties used by an item must be in auto properties for it to work. Lastly is armor sets. Armor sets contains descriptions for the armor sets in the mod.
Also the numbers you see in BONUS_New are used for the mod calculations of damage and chance and almost every effect that has some sort stat based variation in it's effects. So that's where you can balance item effects and make things weaker or stronger.
They are in the following folder.
Divinity Original Sin 2\DefEd\Data\Public\RandomUniques_5eff5134-bd00-4737-8046-ee88df0db07c\JSON_Data in a file called JBS_Bonus_New.Json. To be honest I don't have a great understanding of Lua and the tooltips, as well as all all the other Lua coding was done by someone else.
If you would like I can upload my source / data files so you can open the mod in the editor. Before I do that though I am going to try to fix the two issues below.
ZIXINGCHE
Sorry I will try to fix that soon. I have been busy lately and haven't been modding.
Folio. At some point a bunch of my resource paths got messed up. Not really sure what happened but intend to fix it eventually. It just really tedious and I struggle with tedious work. But now that people are complaining I feel like I should stop being lazy and fix. I think I am going to see if I can automate the task with Python.
I wanted to express how much I enjoy your mod "Unique Loot Drops" – it’s incredibly engaging! Hoping to make it accessible to more players, I’ve created a complete Chinese translation.
Due to my limited technical skills, I had to repackage the entire mod for localization . I understand this isn’t an ideal approach, so if you have any concerns, I will immediately remove it without question.
During the process, I unpacked all files and converted nearly every format, but couldn’t locate the source texts for SHIFT-tooltip elements like:
"Press SHIFT for more information"
Tooltip headers (Stats, Bonus, Weights - see screenshot https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535917551)
Could you kindly guide me on where these strings are stored? I’d love to include them in the translation.
Thank you for creating such an outstanding mod! Looking forward to your insights.
Best regards,
good mod
What can I do to fix this? I'd like to actually use the mod weapons and not have a weird experience involving shooting a missing texture beam or smacking enemies with a non-existent hammer, but I've tried everything and nothing works
I take my hat off to you.
I found the issue. I will post an update tomorrow.
https://ibb.co/gLC0MTwd This causes any skills I “forget” to be passed on to any of my summoned creatures. Any summoned creature can conjure things it shouldn't be able to. Also, this inscription falls on any summon, including totems.
I am not sure where the conflict comes from and don't really know how to resolve it.
"Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero."
I'm not sure what you're trying to say here.
Because of this mod, Talents (for example, resurrection after death or Guerrilla when you hide every turn) now work every once in a while. Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero.
Many thanks to you.
so one last time
IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 2000);
IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBS_EliteEffects(7, "JBS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);
IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBSS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
IF SavegameLoaded(_,_,_,_)
AND DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);
IF TimerFinished("JBS_Remove_ChickenAura")
THEN NOT DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
My Mod rewrites the database for most things everytime the game is loaded so you need to remove it everytime you load a save game. Because it is on a timer the load order shouldn't matter and you don't have to worry about dependencies.
Or you can overwrite the story goal JBS_EliteEnemyEffects removing the following line at the very bottom of the goal.
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
I will investigate and hopefully updating in the next day or two.
1. Un-subbed from Unique Loot Drops
2. Went into "C:\...\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods" and deleted the "RandomUniques..." pak file
3. Re-subscribed to Unique Loot Drops
4. Launched the game and activated the Unique Loot Drops mod in the Mod menu; the version of Unique Loot Drops in the Mod menu says it's v6.7.1.0
I still get a story compilation error message when loading my save.
@< blank >, The error message says that mod may be missing dependencies. Could the problem be that the latest version of Unique Loot Drops accidentally contains a dependency of a mod that you are using in your personal mod list? A mod that the rest of us aren't using?