Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

The Class Project
206 Comments
Ikoniq Jul 23, 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 Jul 16, 2024 @ 8:28pm 
Nice
Aurora Shines Nov 24, 2023 @ 5:49am 
Perfecto
SimonTheSorcerer May 4, 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] May 2, 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 Apr 27, 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 Feb 26, 2023 @ 11:23pm 
Those additional weapon powers are causing the expanded active ability list to push all the passives off screen.
SimonTheSorcerer Jan 3, 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. Aug 19, 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 May 29, 2022 @ 5:24am 
@SipralRazor yeah its dead unfortunately
SpiralRazor Feb 4, 2022 @ 12:05pm 
So is this 2.0 project dead?
Brave Ol' Buck Jul 25, 2021 @ 6:22pm 
aloths skills go way off screen. anyone know how to fix this?
Truen Jul 12, 2021 @ 10:18pm 
Does this mod still work?
Kthulu Mar 18, 2021 @ 6:38pm 
does this mod remove two weapon fighting passive?
Kthulu Mar 18, 2021 @ 5:50pm 
no
Myth Mar 18, 2021 @ 5:38pm 
Is this still being actively worked on?
YzzSC Mar 7, 2020 @ 11:04am 
Hmm I am wondering if this mod is what is making Aloths skill tree go waaaay off screen?
Harag Jan 18, 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 Dec 17, 2019 @ 8:54am 
dead mod ?
Iceberg Oct 13, 2019 @ 11:05pm 
no
0CT0 Sep 29, 2019 @ 6:57am 
Is this still beeing updated?
ℐrenicus Sep 8, 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 Aug 24, 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 Jul 23, 2019 @ 12:29am 
not really
Nazmina Jul 20, 2019 @ 9:52pm 
is this still in progress?
Deth Jun 26, 2019 @ 3:18am 
hnnng
Iceberg Jun 23, 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 Jun 23, 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 Jun 22, 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 Jun 22, 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 Jun 15, 2019 @ 6:17am 
Is this compatible with turn based mode?
Zippo Jun 14, 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 Jun 6, 2019 @ 6:01am 
Ghostneedle needs to get some Sun
Rook May 26, 2019 @ 6:43pm 
Is this compatible with the new Turn based mode?
Aeioyou May 23, 2019 @ 10:57pm 
I mean, you are wrong with your first point, and your last point, and all the points in between.
ElusiveSausage May 22, 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 May 22, 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 May 19, 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 May 19, 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 May 19, 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 May 16, 2019 @ 11:35pm 
You said it'd be pretty easy and would only take a couple of months. >.<
Armakoir  [author] May 16, 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 May 16, 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 May 14, 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 May 1, 2019 @ 7:48am 
2.0 any time soon? :(
Dæson Mar 19, 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] Mar 15, 2019 @ 11:35pm 
Yes it works, but a few of the descriptions are faulty.
rigomi Mar 15, 2019 @ 4:02pm 
does this mod work in turn based mode or no?
Armakoir  [author] Mar 9, 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 Mar 9, 2019 @ 9:24am 
I second this, you should merge channeller and psion into one subclass. It is more sensible.