With the release of Patch 8, I have tested the Duo and it still works. However, as Patch 8 has introduced some changes to the Follower hotbar layout, I will need to do a proper update. Until then the Duo is provisionally compatible with patch 8, you might just have some weirdness with the hotbar. Expect a 1.2 update soon that should also bring the SE version of the mod up to feature parity with the TK version.
Patch 8 also came out at midnight for me, so expect the update within the next day rather than a few hours. On the plus side, photomode incorporates Adventuring Partners just fine.
Edit: The Duo is now updated for Patch 8. As it didn't really break this was just adding features from the TK version, and removing scripts that existed for sorting the Apprentice's hotbar, as Followers now have only a single hotbar as of Patch 8.
I ran into an issue when running this mod with PF2e Spells Updated where the spells that let you choose a cantrip for your Apprentince or Spellslinger became empty. I did not have this problem when using Homebrew Spells, Advanced Tabletop Spells, and Veenab Homebrew all running together on the same save. Actually the above mods actually managed to add their cantrips to the 'let you choose a cantrip' spell that you get which was neat!
I know this is a minor issue since it's compatability with another mod but any idea on what the issue with PF2e Spells might be?
I've had someone encounter the same issue before. I also had the PF2e spells work and get integrated into the Duo for me when testing, so the issue seems to be an interaction between the Duo, PF2E Spells, and a third mod we couldn't nail down the first time. Do you have any red errors in the SE console when you start up the game?
Error while dispatching event StatsLoaded: [string "Duo/Duo_Spell_Creation.lua"]:47: attempt to index a nil value stack traceback: Duo/Duo_Spell_Creation.lua:47: in global 'DUO_LUA_CreateSpellsAtStartUp' Duo/BootstrapClient.lua:72: in function [C++ Code]: in function 'xpcall' builtin://Libs/Events/SubscribableEvent.lua:162: in method 'Throw' builtin://Libs/Events/EventManager.lua:24: in method 'ThrowEvent' builtin://Libs/Events/EventManager.lua:116: in function [WARN]: StatsLoaded Complete. Any mods calling the CF API after this point may not appear. Please contact the developer of any missing mods and inform them to switch their CF API call to happen on StatsLoaded instead of on SessionLoaded. bg3se::lua::stats::LuaStatGetAttribute(): Stat object '(null)' has no attribute named 'Level' Error while dispatching event StatsLoaded: [string "SpellListSorter/SpellListSorter.lua"]:40: Property does not exist: stats::Object::Level - property does not exist stack traceback: [C++ Code]: in metamethod '__index' SpellListSorter/SpellListSorter.lua:40: in upvalue 'DWE_SortSpellList' SpellListSorter/SpellListSorter.lua:89: in function [C++ Code]: in function 'xpcall' builtin://Libs/Events/SubscribableEvent.lua:162: in method 'Throw' builtin://Libs/Events/EventManager.lua:24: in method 'ThrowEvent' builtin://Libs/Events/EventManager.lua:116: in function ecl::ScriptExtender::OnGameStateChanged(): Loaded module
This is red in the console when I launch it. Pastebin link to the log.
Removing PF2e Spells Updated removes the first red error which references Duo. It seems SpellListSorter is causing me problems too but removing PF2e still keeps that red in the console.
I believe I may have found the issue. The Duo has support for the Artificer class baked in, but needs to be able to skip the Artificer spells if the Artificer mod isn't installed. To do this, it checks whether or not the class's spell list exists, before indexing it (as attempting to index a non-existant object throws the error).
The error suggests that the script is attempting to index a non-existant object, in this case it is trying to read the contents of a spell-list. I suspect this may be caused by another mod adding to one but not both of the Artificer cantrip/spell lists as a means of providing compatibility, but the Artificer isn't installed, and thus it confuses the script which is expecting both lists to exist.
At any rate, when I tested for this I was able to recreate your error message, and then I was able to fix it - at least on my end. Try the 1.2.0.3 version and let me know if it works for you.
bonjour j'ai une question étant novice dans le modding , dois-je utiliser le impui patch 7 ou alors le patch 8 cc ? car nous sommes sur la version 8 actuellement et je ne comprends pas trop ou dois je aller xd enfaite certain de mes mods installer nécessite le patch 7 et d'autres le patch 8 cc comment faire dans ses cas la ?
(Traduction automatique). La plupart des fonctionnalités de l'ImpUI ont été ajoutées au jeu de base dans le patch 8. Si vous jouez avec le Patch 7, utilisez la version Patch 7 de ImpUI. Sinon, n'utilisez la version du Patch 8 que si un mod en a besoin pour fonctionner. Quelle que soit la version d'ImpUI requise par un mod, vous devez utiliser celle qui est conçue pour le patch sur lequel vous jouez. Si vous jouez sur le patch 8, et que certains de vos mods nécessitent l'ImpUI du patch 7, utilisez l'ImpUI du patch 8 quoi qu'il en soit. Si cela signifie qu'ils ne fonctionneront pas, vous devrez malheureusement désinstaller ces mods.
The Duo n'a plus besoin d'ImpUI avec le Patch 8, si cela peut vous aider.
Does this mod include a descriptor for level 21? For the rarer mods that allow you to increase past level 20 and want to multiclass into other classes after you've reached level 20 in Duo leveling up runs into an issue unless we have a 'dummy' level.
I understand that this is a niche problem but any clarity would be appreciated. Thank you for the mod regardless.
Is it intentional that I cannot change classes? Just for the Duo subclass, if I attempt to change classes, I am constantly greeted with "Pending Choices" regardless if I change to a different class or even select the same class or any respective subclass.
Also want to add that the Duo partner in my run has some sort of prior instance issue(maybe due to another mod which causes the above issue?), but if my partner dies and resets, it 'gains' gear from a previous point in time. It doesn't lose its current items, but gains said other items. Mod conflict or save issue maybe?
Adventuring Partners will attempt to reequip items they were wearing when they died when they're resummoned, provided they're still in your inventory. Are these the items that get added to them, or is it something else? Are the items simply moved or are they duplicated?
seems to be moved now that I look at it... however, I've had my partner die with and without these items. After i had changed items(attire) for my partner, I had moved the items(attire) into the traveller's chest. The items are then being pulled from the traveller's chest now even though my partner didn't have them on her when she died and respawned.
If you want the items to stop being tracked you can move them to any other creature's inventory: the camp chest doesn't wipe the tracking in case you needed to send the items somewhere because they were too heavy. The Adventuring Partner's level not being the same should just be cosmetic, unless you mean they're gaining features they ought not to have?
maybe cosmetic? They aren't gaining any features, but maybe the "pending choices" results from some weird mismatch between me and the partner? Additionally, I asked this on the bug report, but how do I add a screenshot into this format without it being a path? Obviously want you to be able to see it.
The partner is not a player, and doesn't have a class. They are granted features by a script that sees what passives you have whenever you level up, and removes features if you don't have the associated passive; so they have no influence over your character, and shouldn't cause a problem when levelling up.
Without knowing your mod list, I can't be sure what interaction might be causing this. Pending Choices refers to a Skill Proficiency, Passive or feat selector not being filled out. In your screenshots I can't see your skill selections, but I presume they've been selected. Is it possible to provide your mod list - at least any class/feats mods?
if I'm to guess, it might be a compatibility issue with the Features from 5e DND Planescape and its nerf patch below it. its the only thing i think i added after the fact(I can't confirm because i hadn't tried changing my class until recently. well after i had installed the mod(s).). I'm heading to bed. Sorry about bothering you with this issue as it's probably something I did lol.
you figure anything out? If you can't(or don't want to fix anything, hell, it might be some other mods or something), that's okay. Just want to know if I should start a new campaign or not. It might be something I did for all I know seeing as I'm the only one with the issue that doesn't seem to be a problem in any other campaign except my current one.
Sorry, I've been battling a cold the last day and a half. I notice you're on the Toolkit version of the Duo, not the SE version; I've been assuming you meant the SE version as this is the SE version's page - so I'll try out the TK version and see if I can't replicate the problem. But again to my understanding, only SE could cause an issue with character creation as only SE can manipulate the CCLevelUp component.
At a quick glance, this looks like a bug that can sometimes happen in Vanilla games too, which makes it difficult to diagnose. One suggestion I've seen is to change your Ability Score bonuses around (if you have +2 to STR and +1 to Dex, for example, swap them to anything else and swap them back), and likewise for your Skill Proficiencies.
Can you add a mcm feature or a passive that allows the duo to become an independent entity or summon? I like it being attached to me at first but I always thought about evolving it to become wholly separate toward the final levels.
In order to manually set your Partner's name via the Script Extender console, you can do this:
First, select your Duo, and use Osi.SetVarString(GetHostCharacter(),"DUO_MCM_CUSTOM_NAME","YOUR NAME HERE") Replacing the latter string with the name you want.
Then, paste this into the console. Mods.Duo.Resync_Duos() This will run a debug script that refreshes all Adventuring Partners, and will apply the name. It might throw an error about concatenating a nil value. If it does, set your Debug Verbosity to 0 to bypass this. Otherwise. you can save and load the game to make the name appear.
Error while dispatching event BG3MCM.MCM_Setting_Saved: [string "Duo/Duo_Server.lua"]:8190: attempt to index a nil value (global 'MCM') stack traceback: Duo/Duo_Server.lua:8190: in function <Duo/Duo_Server.lua:8181> [C++ Code]: in function 'xpcall' builtin://Libs/Events/SubscribableEvent.lua:126: in method 'Throw' BG3MCM/Shared/Helpers/Events/ModEventManager.lua:53: in upvalue 'emitModEvent' BG3MCM/Shared/Helpers/Events/ModEventManager.lua:241: in method 'Emit' BG3MCM/Server/MCMServer.lua:72: in method 'SetSettingValue' BG3MCM/Server/EventHandlers.lua:29: in field 'callback' BG3MCM/Shared/Classes/Command/AuthorizedNetCommand.lua:46: in method 'execute' BG3MCM/Shared/Classes/Command/CommandRegistry.lua:17: in method 'execute' BG3MCM/Server/SubscribedEvents.lua:45: in function <BG3MCM/Server/SubscribedEvents.lua:44> [C++ Code]: in function 'xpcall' builtin://Libs/Events/EventManager.lua:66: in method 'NetMessageReceived' builtin://Libs/Events/EventManager.lua:47: in function <builtin://Libs/Events/EventManager.lua:46> [C++ Code]: in function 'xpcall' builtin://Libs/Events/SubscribableEvent.lua:126: in method 'Throw' builtin://Libs/Events/EventManager.lua:22: in method 'ThrowEvent' builtin://Libs/Events/EventManager.lua:112: in function <builtin://Libs/Events/EventManager.lua:111>
For reference, I am playing a party of 8 through party limit begon.
Oh, that'd be why. The MCM menu is only set up to work for up to 4 players. It's looping through the number of players to see whose tab belongs to who, and getting confused when it can't find tabs 5 through 8.
Also dang, an 8 player party with Duos. You've got an army brewing.
Not too sure if this is a bug or not but it seems that this mod takes spells from Homebrew spells,Blood Rager Spellpack, and 5e Spells but doesn't take any from pathfinder 2e spells mod not too sure why.
Yes, anything that can affect spell lists has to come before the Duo if you want their changes to be incorporated into the Spellslinger/Apprentice, including spell list compatibility mods.
Put it at the bottom of my list right before compatibility framework and mod called database cleaner and I still get some odd results should I put it after even compatibility framework?
Oh and sorry if these continued replied are annoying but I realized my give wizard cantrip thingy is duped into common and spell actions for my duo. Idk if that helps.
The duped give cantrip icon is fine, they're both the same spell, it's just on two hotbars.
Faster spell levels shouldn't change the appearance of any spells, just when you get them.
Without knowing the full modlist I'm afraid I can't tell what would be making it interacting oddly. Everything sounds right. I assume that the PF2E spells appear for other classes in your mod order, and it's just the Duo not integrating them, right?
Yeah just like that, ok if you want I can send my list but of it's like you said if I have it after mods that to the spell list. I'm not too sure what it could really be since I only have well mods that add spells which do that. Thanks for helping btw.
found a way to try and change the appearance of my dream guardian by giving the dream guardian a ring made by this mod Transmogs and Spelltheft It worked but made my game delayed so bad lol
144 comments
Patch 8 also came out at midnight for me, so expect the update within the next day rather than a few hours. On the plus side, photomode incorporates Adventuring Partners just fine.
Edit: The Duo is now updated for Patch 8. As it didn't really break this was just adding features from the TK version, and removing scripts that existed for sorting the Apprentice's hotbar, as Followers now have only a single hotbar as of Patch 8.
I know this is a minor issue since it's compatability with another mod but any idea on what the issue with PF2e Spells might be?
Error while dispatching event StatsLoaded: [string "Duo/Duo_Spell_Creation.lua"]:47: attempt to index a nil value
stack traceback:
Duo/Duo_Spell_Creation.lua:47: in global 'DUO_LUA_CreateSpellsAtStartUp'
Duo/BootstrapClient.lua:72: in function
[C++ Code]: in function 'xpcall'
builtin://Libs/Events/SubscribableEvent.lua:162: in method 'Throw'
builtin://Libs/Events/EventManager.lua:24: in method 'ThrowEvent'
builtin://Libs/Events/EventManager.lua:116: in function
[WARN]: StatsLoaded Complete. Any mods calling the CF API after this point may not appear. Please contact the developer of any missing mods and inform them to switch their CF API call to happen on StatsLoaded instead of on SessionLoaded.
bg3se::lua::stats::LuaStatGetAttribute(): Stat object '(null)' has no attribute named 'Level'
Error while dispatching event StatsLoaded: [string "SpellListSorter/SpellListSorter.lua"]:40: Property does not exist: stats::Object::Level - property does not exist
stack traceback:
[C++ Code]: in metamethod '__index'
SpellListSorter/SpellListSorter.lua:40: in upvalue 'DWE_SortSpellList'
SpellListSorter/SpellListSorter.lua:89: in function
[C++ Code]: in function 'xpcall'
builtin://Libs/Events/SubscribableEvent.lua:162: in method 'Throw'
builtin://Libs/Events/EventManager.lua:24: in method 'ThrowEvent'
builtin://Libs/Events/EventManager.lua:116: in function
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
This is red in the console when I launch it. Pastebin link to the log.
Removing PF2e Spells Updated removes the first red error which references Duo. It seems SpellListSorter is causing me problems too but removing PF2e still keeps that red in the console.
The error suggests that the script is attempting to index a non-existant object, in this case it is trying to read the contents of a spell-list. I suspect this may be caused by another mod adding to one but not both of the Artificer cantrip/spell lists as a means of providing compatibility, but the Artificer isn't installed, and thus it confuses the script which is expecting both lists to exist.
At any rate, when I tested for this I was able to recreate your error message, and then I was able to fix it - at least on my end. Try the 1.2.0.3 version and let me know if it works for you.
The Duo n'a plus besoin d'ImpUI avec le Patch 8, si cela peut vous aider.
I understand that this is a niche problem but any clarity would be appreciated. Thank you for the mod regardless.
The Adventuring Partner's level not being the same should just be cosmetic, unless you mean they're gaining features they ought not to have?
Without knowing your mod list, I can't be sure what interaction might be causing this. Pending Choices refers to a Skill Proficiency, Passive or feat selector not being filled out. In your screenshots I can't see your skill selections, but I presume they've been selected. Is it possible to provide your mod list - at least any class/feats mods?
At a quick glance, this looks like a bug that can sometimes happen in Vanilla games too, which makes it difficult to diagnose. One suggestion I've seen is to change your Ability Score bonuses around (if you have +2 to STR and +1 to Dex, for example, swap them to anything else and swap them back), and likewise for your Skill Proficiencies.
First, select your Duo, and use
Osi.SetVarString(GetHostCharacter(),"DUO_MCM_CUSTOM_NAME","YOUR NAME HERE")
Replacing the latter string with the name you want.Then, paste this into the console.
Mods.Duo.Resync_Duos()
This will run a debug script that refreshes all Adventuring Partners, and will apply the name. It might throw an error about concatenating a nil value. If it does, set your Debug Verbosity to 0 to bypass this. Otherwise. you can save and load the game to make the name appear.stack traceback:
Duo/Duo_Server.lua:8190: in function <Duo/Duo_Server.lua:8181>
[C++ Code]: in function 'xpcall'
builtin://Libs/Events/SubscribableEvent.lua:126: in method 'Throw'
BG3MCM/Shared/Helpers/Events/ModEventManager.lua:53: in upvalue 'emitModEvent'
BG3MCM/Shared/Helpers/Events/ModEventManager.lua:241: in method 'Emit'
BG3MCM/Server/MCMServer.lua:72: in method 'SetSettingValue'
BG3MCM/Server/EventHandlers.lua:29: in field 'callback'
BG3MCM/Shared/Classes/Command/AuthorizedNetCommand.lua:46: in method 'execute'
BG3MCM/Shared/Classes/Command/CommandRegistry.lua:17: in method 'execute'
BG3MCM/Server/SubscribedEvents.lua:45: in function <BG3MCM/Server/SubscribedEvents.lua:44>
[C++ Code]: in function 'xpcall'
builtin://Libs/Events/EventManager.lua:66: in method 'NetMessageReceived'
builtin://Libs/Events/EventManager.lua:47: in function <builtin://Libs/Events/EventManager.lua:46>
[C++ Code]: in function 'xpcall'
builtin://Libs/Events/SubscribableEvent.lua:126: in method 'Throw'
builtin://Libs/Events/EventManager.lua:22: in method 'ThrowEvent'
builtin://Libs/Events/EventManager.lua:112: in function <builtin://Libs/Events/EventManager.lua:111>
For reference, I am playing a party of 8 through party limit begon.
Also dang, an 8 player party with Duos. You've got an army brewing.
Edit: The Duo integrates the 2e spells mod just fine. The Duo needs to come after any mod that adds spells you want it to have, otherwise it doesn't know that they exist.
Faster spell levels shouldn't change the appearance of any spells, just when you get them.
Without knowing the full modlist I'm afraid I can't tell what would be making it interacting oddly. Everything sounds right. I assume that the PF2E spells appear for other classes in your mod order, and it's just the Duo not integrating them, right?