Sadly no. Not with my current implementation and modding skills. Deciding which levels will give you a feat is inherent to the class progressions, so I'd have to update those in real time which as far as I know isn't possible. Every attempt I've made at editing the progressions during gameplay just refuses to work, that's why you need to restart the game to apply the mcm settings.
Used the latest version. I meade a test character and test wise said "Feat every level". Gave myself two levels and didn't get the feats i was supposed to get. Of course i use the MCM with it.
I relaoded the game as it says in the description. It didn't work. I even started a new agme. It didn't work.
I tried the version from 20th April and it works perfectly.
All I see is the warning: this tab may have content that is not available in the main menu. I know for sure it is enabled and installed but I cant seem to access the menu at all...
It's from Community Library, it's not an actual class but there are game files for it and that's why it shows up. It's from their guide on how to make a class mod.
Just tried out the new UI and feature-set and holy crap, saying it's "amazing" does it injustice. Does everything I hoped for and more (and even more on top of that).
Quick question regarding assigning additional feats per class. On the second tab, it only allows for a single class to get an additional feat. Would the Advanced Options tab be the go-to then for adding additional feats for other classes? If I wanted them at different levels being the case.
Yep, if you want one specific class to get a feat at a specific level it's advanced settings, if you want all classes to get it it's at the bottom of the general tab
Is there a way to give a class two 'Always grant feat a level x for ...'? Like if I want to gain a feat for a specific class at levels 7 and 11 (With Feat Frequency at 4) is there a way to do this?
I feel stupid because I can't get the newest update to work. I've reduced my modlist to the minimum of MCM and this mod and its not showing up in the MCM.
Configuration for 'Mod Configuration Menu': MinVersion 23; Feature flags: Lua Configuration for 'FeatsUni': MinVersion 20; Feature flags: Lua 2 mod configuration(s) loaded. Merged configuration: MinVersion 23; Feature flags: Lua Initializing client with target context Load Modded achievements enabled. bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. Configuration for 'Mod Configuration Menu': MinVersion 23; Feature flags: Lua Configuration for 'FeatsUni': MinVersion 20; Feature flags: Lua 2 mod configuration(s) loaded. Merged configuration: MinVersion 23; Feature flags: Lua Initializing client with target context Game bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. Loading bootstrap script: Mods/BG3MCM/ScriptExtender/Lua/BootstrapClient.lua [38;2;0;255;255;48;2;12;12;12m[Mod Configuration Menu][C]: Volitio's Baldur's Gate 3 Mod Configuration Menu version 1.29.0 loaded (SE version 24) [38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][C]: Finished loading MCM blueprints Loading bootstrap script: Mods/FeatsUni/ScriptExtender/Lua/BootstrapClient.lua [FeatsUni] 38 class progressions modified ecl::ScriptExtender::OnGameStateChanged(): Loaded module [38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][C]: Finished loading MCM blueprints ScriptExtender::Shutdown: Exiting ecl::ScriptExtender::Shutdown: Exiting The log isn't helping either. Nothing seems to be breaking.
Okay figured it out, wtfbengt uploaded a version with a filename called MCM_blueprint.json.bak in the Mods/FeatsUni folder that wasn't working properly. Remove the .bak at the end of the file and it'll start working again!
The bak file seems to be the old MCM_blueprint though as it features the previous 4.1 layout and is identical to it. No new features from 5.0 to be seen in this version so far.
I'm sorry, can you tell me how exactly to do this? I'm not experienced with messing with the innards of pak files like that, but I'd really like to get this mod working
212 comments
Deciding which levels will give you a feat is inherent to the class progressions, so I'd have to update those in real time which as far as I know isn't possible. Every attempt I've made at editing the progressions during gameplay just refuses to work, that's why you need to restart the game to apply the mcm settings.
Used the latest version. I meade a test character and test wise said "Feat every level". Gave myself two levels and didn't get the feats i was supposed to get. Of course i use the MCM with it.
I relaoded the game as it says in the description. It didn't work.
I even started a new agme. It didn't work.
I tried the version from 20th April and it works perfectly.
I know for sure it is enabled and installed but I cant seem to access the menu at all...
It's from their guide on how to make a class mod.
Quick question regarding assigning additional feats per class. On the second tab, it only allows for a single class to get an additional feat. Would the Advanced Options tab be the go-to then for adding additional feats for other classes? If I wanted them at different levels being the case.
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
Configuration for 'FeatsUni':
MinVersion 20; Feature flags: Lua
2 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing client with target context Load
Modded achievements enabled.
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
Configuration for 'FeatsUni':
MinVersion 20; Feature flags: Lua
2 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing client with target context Game
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Loading bootstrap script: Mods/BG3MCM/ScriptExtender/Lua/BootstrapClient.lua
[38;2;0;255;255;48;2;12;12;12m[Mod Configuration Menu][C]: Volitio's Baldur's Gate 3 Mod Configuration Menu version 1.29.0 loaded (SE version 24)
[38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][C]: Finished loading MCM blueprints
Loading bootstrap script: Mods/FeatsUni/ScriptExtender/Lua/BootstrapClient.lua
[FeatsUni] 38 class progressions modified
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
[38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][C]: Finished loading MCM blueprints
ScriptExtender::Shutdown: Exiting
ecl::ScriptExtender::Shutdown: Exiting
The log isn't helping either. Nothing seems to be breaking.
The bak file seems to be the old MCM_blueprint though as it features the previous 4.1 layout and is identical to it. No new features from 5.0 to be seen in this version so far.
No idea what is the cause, but if I generate the pak using the modders multitool it breaks.