I put down the game for like 2 years, shortly after releasing this mod. Sometime last year I picked it back up and had to patch this mod to get it to work in my own game, and then forgot to upload it here.
I'm releasing the update I made for 2.1.5r in case that is more compatible with whatever the current version is, than the version I made 3 years ago, but just know that 2.1.5r was like 8 months ago and I don't have time now to go and test it with the current version. If this one doesn't work perfectly, then, well, hopefully it's at least better than the 3 year old one.
I had the same issue. Unzip the file, then rezip it(into a .zip file, not a .7z file). I haven't tested it in-game yet, but Unity finally recognized and installed the file.
I know this mod is pretty much abandoned, but I would have loved to see a version which only applied to the main character and left companions alone so you could auto level them
Yeah, this is one of the biggest issues I myself had with it. The main problem is that the auto-level system (as far as I've been able to tell) just has a list of things that should be given to the characters by the time they hit max level. Each time a character has a slot open for something, they get the next thing from the list, as long as they meet the pre-reqs for it. So since a character will either get the same number of feats by level 8 or so as they would by 20 or reach a feat in the list they can't get due to BAB or level requirement, they'll reach the point where they have every feat they *should* have and then the game is like "okay, well, the player now has to decide what happens next."
Due to the fact that advancement is performed on a per-class basis, not a per-character basis, what you've requested simply isn't possible.
The best alternative option is to change the auto-level patterns so that they contain 21-25 feats, depending on character. Honestly, I don't know whether or not that kind of thing makes sense to make as part of this mod, for a couple reasons. The first, and most important, is that it requires a lot more knowledge of Pathfinder builds than I have, so any auto-level patterns I make would be semi-random and probably terrible. Second is that I'm not sure where the auto-level patterns are stored. I believe they're in unity asset files, not the exe, and I have no clue how to edit unity asset files
A possible workaround for most people would be an option to only do the patches for a specific class. The class could either be determined by the main characters class or chosen in the mod menu. This way, as long as no companion has the same class as the main character the problem would be solved.
I have found a solution for this problem: With the mod ToyBox you can level up without choosing a feature therefore not breaking autoleveling. You can find this option in the ToyBox menu at "LevelUp" and "Make All Feature Selections Optional".
For those who didn't get how to make this mod work, and creating new .zip doesn't work... so here it is. https://drive.google.com/file/d/19P_PY6TLyz9_W-4Wde-ZDXcp5-cIHCgA/view?usp=drive_link Just download it, and put in ModManager. Don't know why dude just use 7z and not zip :D
The mod is downloading in 7z format for me, and isn't working when I drop it in the Unity Mod Manager, and I can't change the format to zip without breaking it. Am I doing something wrong?
Please, they just released the LAST of the LAST patch for the game. Does this mod still works? It's a pain to try to play this game on super hard without this mod.
Has it worked. I have to restart my game because i had the woljif romance mod and now my old save is broken. In a rage i uninstalled and started BG3 but i miss this game already hahaha. Does this mod work w/ last update?
i think the mod isnt working right for liches, it adds a improved/greater sword of heaven every level, a superpower every level, demonic aspect and mythic trick you already get one per rank base game, but you still only get lich powers on rank 3,6 and 9
Random question, with the new DLC we are expecting more archtypes. Will the mod work with the new archtypes on release, or would the mod need to be updated to include them?
Slight issue though with the current version, for me at least. It still mechanically works, but upon loading up a save, upon the character sheet (and when leveling) it shows the extra feats being unselected and empty. They're still there and gives the effect, but on the character screen, well, its a graphical glitch.
Yeah, this is a graphical glitch I've never been able to figure out.
Basically, what's happening is that the class blueprint has "slots" for everything that the class gives, and the individual characters have class outlines that show class and level for each of those things given (not just feats, but every selection you can make on level-up). When the game boots up, it loads my changes to the blueprints. When the save file is loaded (which is after the blueprint changes are made), it loads the outlines for each character, recalling each selection for each slot.
And I have no idea why loading, for example, "Weapon Focus (Dagger) at BaseFeats level 2" from a save file into the BaseFeats blueprint at level 2 doesn't show it in the UI like it does during the game session when you first selected that feat.
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I'm releasing the update I made for 2.1.5r in case that is more compatible with whatever the current version is, than the version I made 3 years ago, but just know that 2.1.5r was like 8 months ago and I don't have time now to go and test it with the current version. If this one doesn't work perfectly, then, well, hopefully it's at least better than the 3 year old one.
Due to the fact that advancement is performed on a per-class basis, not a per-character basis, what you've requested simply isn't possible.
The best alternative option is to change the auto-level patterns so that they contain 21-25 feats, depending on character. Honestly, I don't know whether or not that kind of thing makes sense to make as part of this mod, for a couple reasons. The first, and most important, is that it requires a lot more knowledge of Pathfinder builds than I have, so any auto-level patterns I make would be semi-random and probably terrible. Second is that I'm not sure where the auto-level patterns are stored. I believe they're in unity asset files, not the exe, and I have no clue how to edit unity asset files
https://drive.google.com/file/d/19P_PY6TLyz9_W-4Wde-ZDXcp5-cIHCgA/view?usp=drive_link
Just download it, and put in ModManager. Don't know why dude just use 7z and not zip :D
Slight issue though with the current version, for me at least. It still mechanically works, but upon loading up a save, upon the character sheet (and when leveling) it shows the extra feats being unselected and empty. They're still there and gives the effect, but on the character screen, well, its a graphical glitch.
Just thought I'd let you know o/
Basically, what's happening is that the class blueprint has "slots" for everything that the class gives, and the individual characters have class outlines that show class and level for each of those things given (not just feats, but every selection you can make on level-up). When the game boots up, it loads my changes to the blueprints. When the save file is loaded (which is after the blueprint changes are made), it loads the outlines for each character, recalling each selection for each slot.
And I have no idea why loading, for example, "Weapon Focus (Dagger) at BaseFeats level 2" from a save file into the BaseFeats blueprint at level 2 doesn't show it in the UI like it does during the game session when you first selected that feat.