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Sailor Cat

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actualsailorcat

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135 comments

  1. jojicozzolino
    jojicozzolino
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    hello!, i am really enjoying your mods so far but this one i cant get the icon, as you mention tav on the description i suppose its because i'm playing asterion, so if this is the problem is there a reason to only be available to tavs? do you know if there is a way to bypass this?
    1. actualsailorcat
      actualsailorcat
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      That wouldn't prevent it.
    2. jojicozzolino
      jojicozzolino
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      oh it showed up after updating thank you very much!
  2. KConstantineK
    KConstantineK
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    Hound of Ill Omen will never use Omen, only the Entangle.
    I guess disabling automation for it is fine, but then none of the splinter hounds will use Omen either...
    1. actualsailorcat
      actualsailorcat
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      This mod doesn't adjust or set AI characteristics, only place creatures under the control of AI. With the exception of Dash, whether they use this or that skill is beyond the scope of this mod.
  3. TinyCat18
    TinyCat18
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    Is this suppose to happen? says "Not found" for most summons under conditions/tooltips (the mod works great so far though)

  4. sca285
    sca285
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    My Minthara has this passive and I cannot toggle her off in the combat, how can I remove it ?
    1. actualsailorcat
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      Try this in SE console

      for _, row in pairs(Osi.DB_PartyMembers:Get(nil)) do RemoveStatus(row[1],"SAILORCAT_SUMMON_AUTO");
      RemoveStatus(row[1],"SAILORCAT_SUMMON_AUTO_ON"); end
    2. sca285
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      Nothing work :( 
    3. sca285
      sca285
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      Nothing work :( 
    4. actualsailorcat
      actualsailorcat
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      Is she in your party? Do you have the toggle on? Enter this one and tell me what it outputs:

      for _, row in pairs(Osi.DB_PartyMembers:Get(nil)) do _P(row[1],HasStatus(row[1],"SAILORCAT_SUMMON_AUTO"),HasStatus(row[1],"SAILORCAT_SUMMON_AUTO_ON"));RemoveStatus(row[1],"SAILORCAT_SUMMON_AUTO");RemoveStatus(row[1],"SAILORCAT_SUMMON_AUTO_ON"); end
    5. sca285
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      Here is my SE :

      https://freeimage.host/i/3nHqHrP
      https://freeimage.host/i/3nHqYQ4
    6. actualsailorcat
      actualsailorcat
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      Edited the message above. Make sure you paste it all as one line.
    7. actualsailorcat
      actualsailorcat
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      Ah, right. There's a command. Use !sailor_removeauto in console.
  5. nemid
    nemid
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    I think I might be doing something wrong while using this mod. The summons seem to only be able to move and use their basic attack, ignoring any of their unique moves.

    I've mostly been playing on ToT reloaded, and this is most apparent with Us and the Emperor, as they only use their weak melee attacks. Am I doing something wrong here? I vaguely remember the Emperor being able to fly around and use mind blasts and black tentacles and whatnot when I played several months ago. This also seems to happen with the undead automation from Valkrana's.
    1. actualsailorcat
      actualsailorcat
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      I've seen this caused by CX AI configs, Summon Initiative Fixer, and other mods that try to edit initiative. That's all I know.
    2. nemid
      nemid
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      It was Summon Initiative Fixer, thanks!
  6. Odysseus0
    Odysseus0
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    this mod is awesome, summons are smart enought to destroy a healing potion near a downed ally. and even modded  summons can  use there special abilitys
    1. actualsailorcat
      actualsailorcat
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      (u_x)/ It just works tm
  7. viviarium
    viviarium
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    Is there any reason this gives summons extra movement and actions? I've noticed my Familiar and Zombies can now Dash and Attack despite only having one action. Is there any way to fix this? I don't want my summons to be stronger, I just want them to be automated.

    I'm using the SE version. 
    1. actualsailorcat
      actualsailorcat
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      See description. You can edit out the _Dash passive in the WishIWereFishing.txt file if you want to.
    2. ThancredLux
      ThancredLux
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      what i need to edit out of the _Dash passive

      also, i assume you added this because ai on their own never use dash yes?
    3. actualsailorcat
      actualsailorcat
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      If you want your automated undead to consume resources to use a Dash, use the automation from Animate Dead++ instead. And yeah, I added this functionality because they won't use a Dash otherwise. It isn't just "use a Dash willy nilly for free". It's a little complicated in order to give them a Dash only when they'd actually need it. It isn't perfect, but it's pretty good about it. In my experience, it doesn't really tilt things in their favor either, dumbasses that they can be.

      To remove it, remove SailorCat_Summon_Auto_Dash from "Passives" data in "SAILORCAT_SUMMON_AUTO_ON".
  8. DBSBeastGohan
    DBSBeastGohan
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    Can you automate the companions as well?
    1. actualsailorcat
      actualsailorcat
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      You might want to check out AI Allies for that.
    2. DBSBeastGohan
      DBSBeastGohan
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      It doesn't work
  9. viviarium
    viviarium
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    Works good.
  10. qulero
    qulero
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    I toggled the remove mod toggle, how can I get the mod back into my passives list? Is there some config that I need to edit?
    1. qulero
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      I am reffering to this part:
      Removal
      For the purpose of attempting to remove this mod from a save, you can temporarily remove the toggles by activating the "Remove Automation Toggles" passive. For the sake of consolidation and reducing needless clutter, this will also temporarily remove passives from Animate Dead++.
    2. actualsailorcat
      actualsailorcat
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      Same way you got it there to begin with. Non-lethal or short rest.