Hey cow. Care to take a look at Call's Insinuator and its Smite Impudence? I do not and perhaps can not know how it works: whether it's just the Invoked Alignment(everything except viable for smiting) or whether it takes into account Alignment Axes too. You don't need to do anything, just take a look. I would do it myself, but there is no Patch Tool in Bag like there is in the modern Toyboxes. Again, I only need to know how it works / is implemented.
I found the condition at the line 1531 and 1532, but it don't answer anything. Because I can't see how this part works: "Helpers.Create<InsinuatorMechanics.ContextConditionNonOutsiderAlignment>()". No hyperlink, nothing. So, i you know anything, I am all ears, but it don't seem to answer much. Here are those two lines:
Everything ok with that syntax? That } followed by comma is suspicious. Regardless, what is "ContextConditionNonOutsiderAlignment"(what I mean is how does that work)? Any references to that?
first i want to thank you for updating the kingmaker mods! It is a great game and deserves some care and it seems you are one of the last remaining active modders for Pathfinder: Kingmaker.
I would like to put a suggestion up to improve the game. 2 things actually:
1. fix 2 items, that are "Ambrosial Attire of Arcane Annihilation" and "Amulet of Four Elements" to not add the bonus damage per dice twice when used with sneak attack, actually you get the bonus damage once for the regular spell and then again for each sneak attack dice
2. fix sneak attack applying on each ray attack, but instead only on the first ray per spell, actually you can f.e with Octavia cast ray attacks with several rays like "scorching ray" or "hellfire ray" and sneak attack damage will proc on each ray, pathfinder: wrath of the righteous already fixed this! there they changed it so sneak attack only proccs on the first ray!
both bugs together make up a totally busted octavia, esp. the endgame is much easier than it should be, maybe you have time and can take a look? Thank you for your work (-: I wish you the best!
I have had a lot of trouble fixing items so I may not be able to address 1 particularly easily. I will take a look when I have a free minute.
I believe you can resolve 2 with the Call of the Wild setting: one_sneak_attack_per_target_per_spell which is found in the settings.json file here: [installDirectory]/Mods/CallOfTheWild
This mod requires that one so you should be able to resolve that issue with that setting if you are using my mod.
Is there any (easy) way to make Fly work like it should and make you immune to Swarm attacks? I mean, that is one of the solutions to the (Mandragora) Swarms in Tabletop, is it not?
Technically, it should also make you immune to ground based traps, but meh.
I found another Bug in CotW: the Spell Fiery Shuriken isn't tagged as a Fire Spell, which results in it not benefiting from the Fire Draconic Bloodline Arcanas, the Arsonists Slingstaff, the Ambrosial Attire of Arcane Annihilation and the Amulet of the Four Elements. Having the Rod of Flaming Vengeance adds the Fire Descriptor to it and enables the Damage again.
I have been away from the mod for a little while but I will try to resolve this next time I get a little bandwidth. The kid just started walking and my ability to pay attention to non-work non-baby things is limited.
Thank you very much for even thinking about it. I know how much Bandwith Children can need. Happy Holidays to you and your Family and a great Start into 2025!
Thanks for the kind wishes. Check out version 1.4.3 for the fix that adds the fire descriptor to the Fiery Shuriken spell and all its children abilities. Happy New Year to you too.
Do you think you would you be able to add an option to revert CotW's changes to Animate Dead and have them operate like vanilla and WOTR?
I feel the changes make the spell highly situational to useless and expensive to use and in the spirit of this mod enabling us to toggle things we otherwise can't in CoTW, I feel it would be a great addition.
Lesser Animate Dead in a similar vein would also be wonderful.
Generally the changes from Call of the Wild that I make optional are ones where that mod author made their own design decisions and therefore took the game further from the tabletop version of spells and abilities. I want to give players the ability to play as close to tabletop as possible with the options I give. Call of the Wild's version is closer to tabletop so your request is not the style of change that is generally a priority. However, I will give this a try at some point. How would you expect the interaction with Descrate to work with the toggle "AnimateDeadOriginalVersion" on?
I think with Desecrate making it 2d4+2 instead of 1d4+2 would keep the spirit of interaction alongside the profane bonuses with base Animate Dead. Lesser Animate dead the same with 2d3+1 instead of 1d3+1. Or only keeping the profane bonuses to the summoned skeletons as I'd worry about it being too strong.
Also it's very rad of you to consider implementing this since it is against the grain of being a tabletop translation I just think Owlcat's interpretation of the spell lends itself to actually being used and the spells are a big staple of the early game, those skelly bois are a big help in KM and WOTR.
A big reason I even use CoTW and mods like this are to update Kingmaker to being a bit more playable as it's extremely hard to go back to KM after WoTR. It just happens that the CoTW animate dead changes are one of the big unavoidable departures from the Owlcat experience with using these mods.
I found another faulty Feature in CotW: According to the Tooltip of the Blood Hunter Rangers Favored Target, it should apply the full Blood Hunter's Favored Target Bonus to Allies when using Hunter's Bond:
Additionally, the favored target ability always grants or uses a minimum of the blood hunter’s full favored target bonus for the purposes of effects that use the value of the ranger’sfavored enemy bonus. For example, a blood hunter grants his full favored target bonus to his companion when using the hunter’s bond class feature.
Holic's Implementation sadly only applies half the Favored Target Bonus.
Thanks again for still supporting Kingmaker with Mods!
Another Question/Request, which regards the Favored Class Mod: AFAIK Subraces should count as their "Parentraces", so Drow should count as Elves and Duergar should count as Dwarves but Holic implemented it in such a Way that Drow and Duergar only can pick FCB that are for them only and not the ones that their "Parentraces" can pick. Do you think you could create a Patch for that? I tried looking into Holics example to add own FCBs but I didn't manage to create a Fix myself.
Greetings does anybody know, if its possible to modify areas/maps somehow with unity? I would love to make a mod, where after you recreated something as the silvershield fortress for instance, the area changes to "reacreated an repopulated (with soldiers). This is only one thing, that disturbs my immersion a little. The game is so huge, that some minor aspects as responsivness were forgotten.
while neither being a Fix to CotW or Trick or Treat or being a Spell, I wanted to ask you if you could backport some Archetypes from WotR to Kingmaker? Sohei and Stigmatized Witch would be really nice to have IMO. (I know that KM doesn't offer Mounts but giving Sohei the Dog Animal Companion would fit the Master of the Hunt Flavor) Also thank you again for still supporting this Mod.
Another bug in CotW... in the file Time.cs the function createTemporalCelerity gives 2 (lv 1) / 3 (lv11) extra rolls for intiative instead of 2 / 3 in total. To fix this variable m.RollsAmount should be 1 in line 166 and 2 in line 176. Code is easy to fix but I really prefer Python where everything works out just by editing the code, can't get further than this by myself... Would be really great if you could fix this in your mod (or explain to me how to do this myself if you think that would be better use of your time).
This should be fixed in 1.3.9. You can take a look at how I solved it here: https://github.com/MangledMouse/KingmakerCustomSpellsMod its the most recent commit as of this post.
I just manually reset the RollsAmount for all BlueprintFeature components in the blueprints.txt of Call of the Wild that were generated by that method to be the correct numbers.
Explaining how to do it yourself would take some doing. You basically need to copy the template of the Main.cs file that my mod uses. I honestly don't remember exactly how I initially set it up because I had a lot of help from other prominent mod authors of the time like Holic92 and Spacehamster. I don't know if they ever hang out in the kingmaker mod making discord anymore but that's where I found them.
I use Microsoft Visual Studio Community 2022 which is free and works well for me.
I am reasonably happy resolving bugs like this in my mod since it feels a little weird to have multiple mods fixing other people's deprecated stuff. But if you'd rather have your own up and running so you can make whatever changes you want, I can appreciate that.
Thank you. That was really fast. Setting up visual studio to do what I want is always such a pain. I will see if I can do something about it (I have no idea how to do dll files). I would also prefer if bugfixes were in less amount of mods but I want to try to do some modding myself. Mod that adds some alternative racial traits to gnomes would be nice. They were totally excluded by other modders.
If you are looking to make your own mods for kingmaker I would reccomend starting here: https://github.com/WittleWolfie/OwlcatModdingWiki/wiki Or checking out the owlcat modding discord here: https://discord.gg/QpfEM8CH
114 comments
Thank you!
(Exciter is also unfinished)
https://github.com/Holic75/KingmakerRebalance/blob/master/CallOfTheWild/Classes/Antipaladin.cs
If you are interested
I found the condition at the line 1531 and 1532, but it don't answer anything. Because I can't see how this part works: "Helpers.Create<InsinuatorMechanics.ContextConditionNonOutsiderAlignment>()". No hyperlink, nothing. So, i you know anything, I am all ears, but it don't seem to answer much. Here are those two lines:
" a.Actions = Helpers.CreateActionList(Helpers.CreateConditional(new Condition[] {Common.createContextConditionHasFact(smite_target_buff, false),
Helpers.Create<InsinuatorMechanics.ContextConditionNonOutsiderAlignment>()
}, "
Everything ok with that syntax? That } followed by comma is suspicious. Regardless, what is "ContextConditionNonOutsiderAlignment"(what I mean is how does that work)? Any references to that?
first i want to thank you for updating the kingmaker mods! It is a great game and deserves some care and it seems you are one of the last remaining active modders for Pathfinder: Kingmaker.
I would like to put a suggestion up to improve the game. 2 things actually:
1. fix 2 items, that are "Ambrosial Attire of Arcane Annihilation" and "Amulet of Four Elements" to not add the bonus damage per dice twice when used with sneak attack, actually you get the bonus damage once for the regular spell and then again for each sneak attack dice
2. fix sneak attack applying on each ray attack, but instead only on the first ray per spell, actually you can f.e with Octavia cast ray attacks with several rays like "scorching ray" or "hellfire ray" and sneak attack damage will proc on each ray, pathfinder: wrath of the righteous already fixed this! there they changed it so sneak attack only proccs on the first ray!
both bugs together make up a totally busted octavia, esp. the endgame is much easier than it should be, maybe you have time and can take a look? Thank you for your work (-: I wish you the best!
I believe you can resolve 2 with the Call of the Wild setting:
one_sneak_attack_per_target_per_spell
which is found in the settings.json file here:
[installDirectory]/Mods/CallOfTheWild
This mod requires that one so you should be able to resolve that issue with that setting if you are using my mod.
Technically, it should also make you immune to ground based traps, but meh.
I found another Bug in CotW: the Spell Fiery Shuriken isn't tagged as a Fire Spell, which results in it not benefiting from the Fire Draconic Bloodline Arcanas, the Arsonists Slingstaff, the Ambrosial Attire of Arcane Annihilation and the Amulet of the Four Elements. Having the Rod of Flaming Vengeance adds the Fire Descriptor to it and enables the Damage again.
Archives of Nethys shows that it is indeed a Fire Spell.
Thanks again for all your Work.
Happy Holidays to you and your Family and a great Start into 2025!
I feel the changes make the spell highly situational to useless and expensive to use and in the spirit of this mod enabling us to toggle things we otherwise can't in CoTW, I feel it would be a great addition.
Lesser Animate Dead in a similar vein would also be wonderful.
Also it's very rad of you to consider implementing this since it is against the grain of being a tabletop translation I just think Owlcat's interpretation of the spell lends itself to actually being used and the spells are a big staple of the early game, those skelly bois are a big help in KM and WOTR.
A big reason I even use CoTW and mods like this are to update Kingmaker to being a bit more playable as it's extremely hard to go back to KM after WoTR. It just happens that the CoTW animate dead changes are one of the big unavoidable departures from the Owlcat experience with using these mods.
I found another faulty Feature in CotW:
According to the Tooltip of the Blood Hunter Rangers Favored Target, it should apply the full Blood Hunter's Favored Target Bonus to Allies when using Hunter's Bond:
Holic's Implementation sadly only applies half the Favored Target Bonus.
Thanks again for still supporting Kingmaker with Mods!
Another Question/Request, which regards the Favored Class Mod: AFAIK Subraces should count as their "Parentraces", so Drow should count as Elves and Duergar should count as Dwarves but Holic implemented it in such a Way that Drow and Duergar only can pick FCB that are for them only and not the ones that their "Parentraces" can pick. Do you think you could create a Patch for that? I tried looking into Holics example to add own FCBs but I didn't manage to create a Fix myself.
while neither being a Fix to CotW or Trick or Treat or being a Spell, I wanted to ask you if you could backport some Archetypes from WotR to Kingmaker? Sohei and Stigmatized Witch would be really nice to have IMO. (I know that KM doesn't offer Mounts but giving Sohei the Dog Animal Companion would fit the Master of the Hunt Flavor)
Also thank you again for still supporting this Mod.
Another bug in CotW... in the file Time.cs the function createTemporalCelerity gives 2 (lv 1) / 3 (lv11) extra rolls for intiative instead of 2 / 3 in total. To fix this variable m.RollsAmount should be 1 in line 166 and 2 in line 176. Code is easy to fix but I really prefer Python where everything works out just by editing the code, can't get further than this by myself... Would be really great if you could fix this in your mod (or explain to me how to do this myself if you think that would be better use of your time).
https://github.com/MangledMouse/KingmakerCustomSpellsMod
its the most recent commit as of this post.
I just manually reset the RollsAmount for all BlueprintFeature components in the blueprints.txt of Call of the Wild that were generated by that method to be the correct numbers.
Explaining how to do it yourself would take some doing. You basically need to copy the template of the Main.cs file that my mod uses. I honestly don't remember exactly how I initially set it up because I had a lot of help from other prominent mod authors of the time like Holic92 and Spacehamster. I don't know if they ever hang out in the kingmaker mod making discord anymore but that's where I found them.
I use
Microsoft Visual Studio Community 2022
which is free and works well for me.
I am reasonably happy resolving bugs like this in my mod since it feels a little weird to have multiple mods fixing other people's deprecated stuff. But if you'd rather have your own up and running so you can make whatever changes you want, I can appreciate that.
https://github.com/WittleWolfie/OwlcatModdingWiki/wiki
Or checking out the owlcat modding discord here:
https://discord.gg/QpfEM8CH