Hi, I always welcome mods that modify jumping resources. But currently jumping from a high place in turn-based mode costs more resources than climbing stairs. And if the distance is too high, it may even make it impossible to jump down. This also includes enhanced jump performance. It can't correctly apply the increased jump distance in turn-based mode. I'm happy to follow the rules of 5e, but do you think there is a solution to this problem?
Thank you for your feedback! I am currently looking into a solution to this: Specifically if you wanted your character to jump off a cliff or something in turn based mode. Obviously in real time mode there is no issue doing so, but I would like to find a fix for this to maintain gameplay consistency and choice in combat.
For now, with this mod, jump follows a similar ruleset to fly in turn based mode: If you can't quite reach, you can increase your movement speed, reposition, or in jumps case, exit turn based mode.
Some modders that have dealt with Jump mechanics in the past choose to add the vanilla unmodified Jump as a separate (sometimes Temporary) action for cases like these. Maybe you could look into that as a possible solution?
My suggestion: maybe you could add the vanilla Jump as a separate action, but make it always cost ALL movement to balance it having the range of the vanilla game, and make it only usable out of combat. This way, in can be used only for traversal out of combat to avoid blockers, and also if you happened to start combat with a jump like that (by, for example, jumping into an enemy's field of view) then it would stop being usable while in-combat (at that point you would have to use the Jump from this mod) AND you would start the Round with no movement left, which is a decent trade-off balance-wise.
There is a bit of a catch though: That would involve either editing the commonplayeractions spell list, which I want to avoid for compatibility with other mods that add actions (and my own future projects), or scripting new actions onto hotbars, which I haven't yet learned how to do. Especially when it comes to safe uninstalling. There is also the option of turning jump into a container spell which would contain 2 or more versions: One in combat, one out of combat, one for npcs, etc but that would deactivate the use of default keybinds (Larian scripting issue). Setting the spell to the other keys would still work (1, 2, etc). I haven't yet tried this when a spell is hidden though, so maybe when only one version is available, the keybind will work. Also has some wonky interactions with controllers and would probably not be usable on consoles.
Ideally, I come up with a set of conditionals that, upon targeting a location more than 9m below the player out of combat, makes the cost of the jump 0, and though these conditionals exist, I haven't figured how to make them work prior to casting and spending resources.
Thanks for your comment! You've given me a couple ideas to try! Ill figure out an elegant solution eventually.
Do the action versions outside of battle need to be separated? I think the action outside of battle is very good at the moment, and I can jump around at will. It would be great if it could solve the problems in battle. Of course, it might be because I ranked it higher. If it's separate, I'm mainly worried about issues with the jump hotkeys and other mods that interact with jumping. But if it can help focus on solving the in-combat adaptation issues, that would be great
I'm working on a simple, unobtrusive fix for this, for both the player and NPCs. The goal is to give movement range extension while in turn-based mode, regardless of combat, to any entities that try to cast jump at a location that is significantly below their current position. I know it can be done, just need to play around with it.
Just an update: Spent a couple hours toying with various conditionals and made some progress.
Good news is I ruled out turning jump into a container spell, as even with just one spell in the container, default action keybinds break.
I also 100% have a way to temporarily reduce the movement cost of any spell I want by way of flat reduction or multiplier, and I can adjust available movement after the jump is cast. Also I am able to specify a differential height range requirement on cast. Lastly I can also specify certain functions occur only when in turn based mode, combat or not However some functions only work upon casting and tying all that together into one spell is a bit tricky without adding in new scripts.
I'm still looking for a vanilla engine implementation. I got some ideas I'll try this week and keep y'all posted.
Wouldn't reducing jump distance cause a ton of accessibility issues? There are many places in this game one can only get to by jumping (or teleporting) and most of these are just barely close enough for vanilla jump.
If you have any specific instances of being blocked from an area, in spite of using all resources available such as enhanced leap, various class abilities and feats, strength pots etc, let me know.
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But currently jumping from a high place in turn-based mode costs more resources than climbing stairs. And if the distance is too high, it may even make it impossible to jump down.
This also includes enhanced jump performance. It can't correctly apply the increased jump distance in turn-based mode.
I'm happy to follow the rules of 5e, but do you think there is a solution to this problem?
I am currently looking into a solution to this: Specifically if you wanted your character to jump off a cliff or something in turn based mode. Obviously in real time mode there is no issue doing so, but I would like to find a fix for this to maintain gameplay consistency and choice in combat.
For now, with this mod, jump follows a similar ruleset to fly in turn based mode: If you can't quite reach, you can increase your movement speed, reposition, or in jumps case, exit turn based mode.
My suggestion: maybe you could add the vanilla Jump as a separate action, but make it always cost ALL movement to balance it having the range of the vanilla game, and make it only usable out of combat. This way, in can be used only for traversal out of combat to avoid blockers, and also if you happened to start combat with a jump like that (by, for example, jumping into an enemy's field of view) then it would stop being usable while in-combat (at that point you would have to use the Jump from this mod) AND you would start the Round with no movement left, which is a decent trade-off balance-wise.
There is a bit of a catch though:
That would involve either editing the commonplayeractions spell list, which I want to avoid for compatibility with other mods that add actions (and my own future projects), or scripting new actions onto hotbars, which I haven't yet learned how to do. Especially when it comes to safe uninstalling.
There is also the option of turning jump into a container spell which would contain 2 or more versions: One in combat, one out of combat, one for npcs, etc but that would deactivate the use of default keybinds (Larian scripting issue). Setting the spell to the other keys would still work (1, 2, etc). I haven't yet tried this when a spell is hidden though, so maybe when only one version is available, the keybind will work. Also has some wonky interactions with controllers and would probably not be usable on consoles.
Ideally, I come up with a set of conditionals that, upon targeting a location more than 9m below the player out of combat, makes the cost of the jump 0, and though these conditionals exist, I haven't figured how to make them work prior to casting and spending resources.
Thanks for your comment! You've given me a couple ideas to try! Ill figure out an elegant solution eventually.
It would be great if it could solve the problems in battle. Of course, it might be because I ranked it higher.
If it's separate, I'm mainly worried about issues with the jump hotkeys and other mods that interact with jumping. But if it can help focus on solving the in-combat adaptation issues, that would be great
I know it can be done, just need to play around with it.
Spent a couple hours toying with various conditionals and made some progress.
Good news is I ruled out turning jump into a container spell, as even with just one spell in the container, default action keybinds break.
I also 100% have a way to temporarily reduce the movement cost of any spell I want by way of flat reduction or multiplier, and I can adjust available movement after the jump is cast. Also I am able to specify a differential height range requirement on cast. Lastly I can also specify certain functions occur only when in turn based mode, combat or not
However some functions only work upon casting and tying all that together into one spell is a bit tricky without adding in new scripts.
I'm still looking for a vanilla engine implementation. I got some ideas I'll try this week and keep y'all posted.
There are many places in this game one can only get to by jumping (or teleporting) and most of these are just barely close enough for vanilla jump.
If you have any specific instances of being blocked from an area, in spite of using all resources available such as enhanced leap, various class abilities and feats, strength pots etc, let me know.