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tabletoptweaks-core's Issues

Loading bar stuck at around 60% after starting pathfinder wotr with mods enabled.

Describe the bug
Loading bar stuck at around 60% after starting pathfinder wotr with mods enabled. Using TabletopTweaks-Core, TabletopTweaks-Base and TabletopTweaks-MythisReworks with UnityModManager. Latest versions of all. When not using Core, the game runs properly

To Reproduce
Steps to reproduce the behavior:
Just start the game with mods enabled in UMM

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Additional context
Add any other context about the problem here.

TableTopTweaks and Spellpouch

Is your feature request related to a problem? Please describe.
It seems that Spellpouch and your mod mess with each other and make the spells ands many abilities unusable.

Describe the solution you'd like
If it is possible, can you make a fix for this?

Describe alternatives you've considered
I don't understand how to mod, so I am not even sure how to fix the problem

Additional context
None, but thank you!

Animal Ally & Boon Companion

The feats Animal Ally and Boon Companion do not interact with each other.

Also, Animal Ally itself is bugged, the animal companion should have a level of: your character level -3, but it's actually your character level -4. My animal companion was at level 16 when I hit 20 and Boon Companion didn't work.

Conflict with Spell Pouch mod

Describe the bug
When TabletopTweaks-core is installed with Spell Pouch mod (https://github.com/Truinto/SpellPouch), kinetic blast containers are empty, essentially disabling kineticist.

To Reproduce
Steps to reproduce the behavior:

  1. Install both TTT-core and Spell Pouch mod
  2. Make a kineticist, choose ranged infusion
  3. Select character in party on tactical map (not base)
  4. Try to open elemental blast container or even right click on it: it's empty

Expected behavior
When you click on an elemental blast container, it should have standard and infused options pop up.

Screenshots
(nothing special, just the elemental blast container does nothing when you click on the triangle, instead of opening)

Additional context
Reproducible behavior on save started with Spell Pouch alone: Install TTT-Core, and relaunch game, the elemental blast containers are empty. Reinstall it and relaunch game, and the elemental blast containers are occupied again. Also submitted issue to their Git.

[Bug] Dervish Dance is not selectable as a combat feat

Describe the bug
Dervish dance functions correctly, but it cannot be chosen as a bonus combat feat for a fighter or via the combat trick rogue talent despite being a combat feat according to https://aonprd.com/FeatDisplay.aspx?ItemName=Dervish%20Dance and https://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat/

To Reproduce
Steps to reproduce the behavior:
Create a fighter with weapon finesse and and level mobility to 2
Dervish Dance cannot be selected as a fighter combat feat during the leveling process to level 2
Dervish Dance can be selected as a progression feat for level 3
Dervish dance will not be an option in the bonus combat feat for 4

A similar scenario occurs using vivisectionist medical discovery followed by combat trick at level 2

Expected behavior
Dervish dance should be an option for combat feat selections

Screenshots
image
image
image

Additional context
Other active mods: Toybox; Buy Material Components; Visual Adjustments; Combat Relief

Expanded Arsenal fix can not be turned off

Expected behavior
Turning off the fix suppose to allow all bonuses from multiple school to add up, but now whether or not the fix is on or off, Expanded Arsenal only take bonus from one other school.

MissingMethodException on something to do with Primalist

Tried to update core, base and reworks to the newest version but game freezes at loading. I rolled back base and reworks with only core updated, then saw the following in Player.log:

[TabletopTweaks-Base] Added: e2cfd3cedf7c40088b25aa82d6db3c77 - BloodlineRequisiteFeature
MissingMethodException: void TabletopTweaks.Core.Utilities.BloodlineTools.ApplyPrimalistException(Kingmaker.Blueprints.Classes.BlueprintFeature,int,Kingmaker.Blueprints.Classes.BlueprintProgression)
at TabletopTweaks.Base.NewContent.ContentAdder+BlueprintsCache_Init_Patch.CreateNewBlueprints () [0x001e5] in :0
at (wrapper dynamic-method) Kingmaker.Blueprints.JsonSystem.BlueprintsCache.Kingmaker.Blueprints.JsonSystem.BlueprintsCache.Init_Patch124(Kingmaker.Blueprints.JsonSystem.BlueprintsCache)
at (wrapper dynamic-method) Kingmaker.Blueprints.JsonSystem.StartGameLoader.Kingmaker.Blueprints.JsonSystem.StartGameLoader.LoadPackTOC_Patch5(Kingmaker.Blueprints.JsonSystem.StartGameLoader)
at Kingmaker.GameStarter+d__25.MoveNext () [0x00375] in <64d16269ead042e0b6aef51781cae9f7>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <25a85da7c6f04932b86e339dfd12957d>:0

[MewsiferConsole.Mod] Connecting to MewsiferConsole: MewsiferConsole.Pipe

I'm also using a lot of other mods, to name a few, DarkCodex, ExpandedConent, CharacterOptions+, MicrosopicContentExpansion, AddedFeats and all are newest versions

Game stuck at 60%

Describe the bug
Loading bar stuck at around 60% after starting pathfinder wotr with mods enabled. Using TabletopTweaks-Core, TabletopTweaks-Base and dark codex, bubbles with UnityModManager. Latest versions of all. When not using Core, the game runs properly

To Reproduce
Steps to reproduce the behavior:
Just start the game with mods enabled in UMM

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Additional context
Add any other context about the problem here.

Stuck on loading screen

Hi, so it's my first time install the mods on pathfinder but I found a little bug for my game.
I've installed all the latest version for UMM, TT-Core, TT-Base and TT-Reworks but my game stuck on first loading screen.
Can you help me?

Thanks for the incredible mods!

image
image
image
Player.log

Game update/dlc

Describe the bug
A clear and concise description of what the bug is.

when mod is installed then boot the game the initial load screen gets stuck. All other mods are removed aside from this mod and those associated with it IE Isekai mod, expanded content 2022 etc

To Reproduce
Steps to reproduce the behavior:

  1. install mod via unity mod manager latest version and dependencies (TT base and core)
  2. launch game
  3. game attempts its initial load and remains at 2/3rds complete

System OS is windows 11, core i5 9400f, 2070 super, 32gb ram

Tools to Add New Items to Random Loot

Is your feature request related to a problem? Please describe.
No. It's just something that would be nice to have and is a corollary of existing tools

Describe the solution you'd like
I wonder if would be possible or doable to create tools which added new mundane and magic items to random loot lists based on their specific type (i.e., armor, weapons, usable items, etc...) in a similar way than what had been done with vendors.

Request Method CreateAnswer in Helpers

as the name states I would like to request a centralized method to be added that initializes the default parameters a BlueprintAnswer always requires to not be null to not crash the game:
public static BlueprintAnswer CreateAnswer(ModContextBase modContext, string name, Action<BlueprintAnswer> init = null) { var result = Helpers.CreateBlueprint<BlueprintAnswer>(modContext, name, bp => { bp.NextCue = new CueSelection() { Cues = new List<BlueprintCueBaseReference>(), Strategy = Strategy.First }; bp.ShowOnce = false; bp.ShowOnceCurrentDialog = false; bp.ShowCheck = new ShowCheck() { Type = StatType.Unknown, DC = 0 }; bp.Experience = DialogExperience.NoExperience; bp.DebugMode = false; bp.CharacterSelection = new CharacterSelection() { SelectionType = CharacterSelection.Type.Clear, ComparisonStats = new StatType[0] }; bp.ShowConditions = ActionFlow.EmptyCondition(); bp.SelectConditions = ActionFlow.EmptyCondition(); bp.RequireValidCue = false; bp.AddToHistory = true; bp.OnSelect = ActionFlow.DoNothing(); bp.FakeChecks = new CheckData[0]; bp.AlignmentShift = new AlignmentShift() { Direction = AlignmentShiftDirection.TrueNeutral, Value = 0, Description = new LocalizedString() }; }); init?.Invoke(result); return result; }

Add Detiy Method broken by recent patch

since the recent patch the Method DeitySelection.AddFeatures is broken.
Trying to call it to add a new deity gave the following exception stack:

NullReferenceException: Object reference not set to an instance of an object
at Kingmaker.TextTools.NameTemplate.Generate (System.Boolean capitalized, System.Collections.Generic.List1[T] parameters) [0x00027] in <7233d069edc947ad9245aca7f2d9f2b6>:0 at Kingmaker.TextTools.TextTemplateEngine.Process (System.String text) [0x00242] in <7233d069edc947ad9245aca7f2d9f2b6>:0 at Kingmaker.Localization.LocalizedString.op_Implicit (Kingmaker.Localization.LocalizedString localizedString) [0x00069] in <7233d069edc947ad9245aca7f2d9f2b6>:0 at Kingmaker.Blueprints.Facts.BlueprintUnitFact.get_Name () [0x00000] in <7233d069edc947ad9245aca7f2d9f2b6>:0 at TabletopTweaks.Core.Utilities.BlueprintExtentions+<>c.<AddFeatures>b__18_0 (Kingmaker.Blueprints.BlueprintFeatureReference feature) [0x00010] in <6dfaad66b67846728beb7f41626f0298>:0 at System.Linq.EnumerableSorter2[TElement,TKey].ComputeKeys (TElement[] elements, System.Int32 count) [0x00010] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.EnumerableSorter1[TElement].ComputeMap (TElement[] elements, System.Int32 count) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.EnumerableSorter1[TElement].Sort (TElement[] elements, System.Int32 count) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.OrderedEnumerable1[TElement].SortedMap (System.Linq.Buffer1[TElement] buffer) [0x00006] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.OrderedEnumerable1[TElement].ToArray () [0x00025] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at TabletopTweaks.Core.Utilities.BlueprintExtentions.AddFeatures (Kingmaker.Blueprints.Classes.Selection.BlueprintFeatureSelection selection, Kingmaker.Blueprints.BlueprintFeatureReference[] features) [0x0007f] in <6dfaad66b67846728beb7f41626f0298>:0
at TabletopTweaks.Core.Utilities.BlueprintExtentions.AddFeatures (Kingmaker.Blueprints.Classes.Selection.BlueprintFeatureSelection selection, Kingmaker.Blueprints.Classes.BlueprintFeature[] features) [0x0002b] in <6dfaad66b67846728beb7f41626f0298>:0

using selection.m_AllFeatures = selection.m_AllFeatures.AppendToArray directly still works

Spells don't show up in Spell Specialisation

Spells from mods don't show up in parameterized spell selection, which in the base game are literally just SpellSpecialization First and 1 through 20 (yes, that one feat needs a lot of extra blueprints).

Noticed this effects on spells from pheonix99/TomeOfTheFirebird

I propose you add logic here:

public static void AddToSpellList(this BlueprintAbility spell, BlueprintSpellList spellList, int level) {

Something similar to mine.
https://github.com/Truinto/DarkCodex/blob/923d466889a2674ff722803dd1255eb24ef57907/CodexLib/Helper.cs#L2315

In short, add the spell's blueprint to BlueprintParameterVariants.

Wand-Creation Tools

Is your feature request related to a problem? Please describe.
No. It's just something that would be nice to have and is a corollary of existing tools

Describe the solution you'd like
I'd like to have methods that allow to easily create new wands and add them to vendors as was done for potions and scrolls.

Bolster spell - metamagic feat - Bug with Favorite metamagic m.path ability

Describe the bug
I tried to spec a magus with Favorite metamagic mythic path ability to reduce the metamagic spell level adjustment.
When i chose Favorite metamagic Bolstered spell it removed adjustment completely instead of reducing it from +2 to +1.
It also at the same time removed the adjustment from intensified spell metamagic feat without me taking Favorite metamagic a second time.

Tried replacing Bolstered spell with empowered spell, then choosing favorite metamagic Empower spell and this is working as expected.

To Reproduce
Steps to reproduce the behavior:

  1. Make sure you have intensified spell feat.
  2. Get bolstered spell feat
  3. Choose the favorite metamagic - bolstered spell mythic path ability
  4. Go to spellbook and create shocking grasp with bolstered spell and intensified spell and look at the spell level end result.
    It should now be +2 instead of +3 (+1 intensified, +2 bolstered) but instead it is now +1 (+0 intensified, +1 bolstered).

[Modding] Proper way of 'using TabletopTweaks.Core'?

Hello there,

Thank you a lot for the wonderful TTT mods and also this excellent package for modding WOTR!

I'm new to modding and would like to base my mod on TTT-Core since there are a lot of useful functions as far as I can tell from looking at its source code and other related mods. For now what I did was installing aze.publicise in vs, then adding a reference to a local TabletopTweaks-Core.dll that I got from your release page.

I'd like to confirm if that's the proper way of doing things, and do I need to re-reference the local dll whenever TTT-Core updates in the future?

Magic Item crafting

Is your feature request related to a problem? Please describe.
I'm sure its been asked before, but is there a chance that the other "crafting feats" can be added as in Kingmaker mod?

Thank you much for this excellent mod

Spontaneous Shadow Magic not Working

Description: The Channeler of the Unknown archetype allows the cleric to spontaneously cast their domain spells. However, this does not work with shadow magic such as shadow conjuration granted by the darkness domain. Encountered in v0.3.2.

To Reproduce:

  1. Choose "Channeler of the Unknown" for the character class / archetype and "Darkness" for domain.
  2. Level up to level 8 (access to 4th level spells).
  3. Prepare a 4th level spell that is not Shadow Conjuration.
  4. Use that spell (i.e. Neutralize Poison) to spontaneously cast Shadow Conjuration.

Context: The issue may be related to how shadow magic requires the player to select the specific invocation of the shadow spell from a menu. The shadow spell ability itself, which is what can currently be spontaneously cast, does not seem to carry any spell effects. I don't know if WotR supports nested spell menus. The implementation of a Druid's spontaneous summoning would encounter a similar issue, except it adds each menu option for "summon nature's allies" directly as an option for spontaneous casting.

Infinite spells and enemy casting bug

Hi,

as the title states I've encountered a bug upon installing Tabletop Tweaks Core,Base and Rework where my spellslots never get depleted, same fort abilities such as smite evil/chaos ecc; other abilities such as aeon gaze or inquisitor bane instead get depleted normally.
Another bug is this strange situation where in turn based mode some enemies keep casting a spell indefinitely (i.e. Cultists casting Prayer again and again or Kalavakus using Enslave soul); some enemies seem to break the action economy by casting spells using standard actions and then moving+attacking.
I don't know if the problem could be caused by other mods, I'll try looking into it. I'll attach my mod list for reference.

Thanks
8acf066cf2aa8a77c6a94356ed2b6214

(Halfling Specific) Order of the Paw Cavalier cannot select Second Order Mythic

Describe the bug
Order of the Paw is integrated into the Archetype itself instead of forced selection, so likely not consider a Cavalier Order by the game, though it functions as one. Likely implemented this way since regular Orders don't show up in UI until selected.

To Reproduce
Steps to reproduce the behavior:

  1. Create Order of the Paw Cavalier, level up until selection of first Mythic Ability
  2. Click on Choose Mythic Ability
  3. Scroll down to Second Order
  4. See it greyed out for lacking an Order. It's in the name of the archetype.

Expected behavior
Second Order being an available Mythic ability like other Cavaliers

Screenshots
If applicable, add screenshots to help explain your problem.

Additional context
Add any other context about the problem here.

Shatter Defenses (Mythic) not showing as an option

Describe the bug
At some point since EE launched, Mythic Shatter Defenses stopped showing as an option when ranking up. I was able to make it an option somehow by rolling back and then rolling forward the mod, but then after the latest update, it's gone again. It still shows on my party members that have it; it just doesn't show up as an option.

To Reproduce
Steps to reproduce the behavior:

  1. Go to Mythic + on a character that has the Shatter Defenses feat but not the Shatter Defenses Mythic Feat
  2. Go to the Mythic Feat List
  3. Look for the Shatter Defenses (Mythic) Feat
  4. It's not there

Expected behavior
It should show up as a mythic feat option.

Screenshots
n/a

Additional context
I also have DarkCodex/Toybox/BubbleBuff/RespecMod running, but this occurs even on a fresh game with them all disabled. The only way I've been able to get this to temporarily work was by rolling back TTTc and TTTb to the EE compat version and then rolling forward to the current builds.

The plot doesn't start

So I created Demon-spawn Tiefling CN Bloodrager Greenrager with Abys bloodline, and tried to start the game. When the initial cut scene started it went ok untill the prelate sent for the dragon woman to heal me. And then the cut scene stopped progressing. Dragon woman didn't come and my hero didn't stand up. He could move in his laying position, which was kinda funny, but useless because the plot didn't develop any further.

I tried to start the game three times, and it was all the same with the same bug. When I turned off the mod everything went ok. Of course I turned the mod on as soon as the cut scene was over, but a bug is still a bug.

Animal Companions auto-levelling

Describe the bug
With the new animal companion nerf to level 16 recently introduced something weird happens between levels 6 and 8 of the animal companion. It's as if the game is auto-levelling it for one level. They get 2 ranks in perception. And if you ignore them longer than that, say if they're on a benched companion that you aren't levelling up regularly, they get some weird feats too. The game is doing some weird auto-levelling.

To Reproduce
Steps to reproduce the behavior:

  1. Level up your party as you play. They may need to be out of the party at times, not sure. I haven't tried this with an MC with a mount.

Expected behavior
Levelling up animal companions remains in control of the player and they don't gain ranks in perception that the player didn't put there, and they don't get weird feats that the player didn't select.

Screenshots
Screenshot 2023-05-26 at 10 39 12 PM

Additional context
Add any other context about the problem here.

Mighty Charge is Broken

Describe the bug
The level 11 Cavalier feature Mighty Charge doesn't allow you to expand the variants.

To Reproduce
Steps to reproduce the behavior:

  1. Level a Cavalier to 11
  2. Click on the arrow above Mighty Charge

Expected behavior
Mighty Charge variants display for selection.

Screenshots
image

Additional context
Stack Trace from log:

ArgumentNullException: Value cannot be null.
Paramater name: source
System.Linq.Enumerable.Select[TSource,TResult] () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
TabletopTweaks.Core.NewUI.ActionBarPatches+ActionBarSlotVM_OnShowConvertRequest_Patch.Prefix () (at <e3a4160af4ad4c0b8422f6d4aae0f2ce>:0)
(wrapper dynamic-method) Kingmaker.UI.MVVM._VM.ActionBar.ActionBarSlotVM.Kingmaker.UI.MVVM._VM.ActionBar.ActionBarSlotVM.OnShowConvertRequest_Patch1(Kingmaker.UI.MVVM._VM.ActionBar.ActionBarSlotVM)
Owlcat.Runtime.UniRx.UniRxExtensionMethods+<>c__DisplayClass0_0.<Subscribe>b__0 () (at <6f43ac0656b645bc97d2b60f08481c9d>:0)
UniRx.Observer+Subscribe`1[T].OnNextInternal () (at <8278608da1374666822143d4d0b4e36e>:0)
UniRx.Observer+BaseObserver`1[T].OnNext () (at <8278608da1374666822143d4d0b4e36e>:0)
UniRx.Operators.FromEventObservable`1+FromEvent[TDelegate].OnNext () (at <8278608da1374666822143d4d0b4e36e>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <25a85da7c6f04932b86e339dfd12957d>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <25a85da7c6f04932b86e339dfd12957d>:0)
Owlcat.Runtime.UI.Controls.Button.OwlcatMultiButton.OnPointerClick () (at <04ff8e7c419d44869d9302a915971002>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute () (at <159744b43b644a6fbc060d1b0d4f50c2>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] () (at <159744b43b644a6fbc060d1b0d4f50c2>:0)
UnityEngine.EventSystems.EventSystem:Update()

[Feat] Prodigious Two Weapon Fighting.

Would it be possible for you to add the Prodigious Two Weapon Fighting Feat into the game?

https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/feats/prodigious-two-weapon-fighting-combat/

I think the game lacks options for Str-based characters to use Two Weapon Fighting, you're basically forced to either use a Class with Combat Styles or "waste" attribute points to meet the Dex requirements.

Also, thanks for a great mod, it really made the game so much more enjoyable for me!

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