Is this mod compatible with Additional Fighting Styles mod? And what is the difference with your echo knight and the other Echo Knight mod from wesslen? And does this mod conflict with and features added by Expansion Level 13-20 mod by DiZ91891?
This mod seems super cool, but after installing it, I can choose the class in game and can summon the echo, however the echo is unarmed and unable to attack, when I hover the unarmed attack over an enemy it says "not now", do you know what if anything could be causing this? I do have other mods installed, I can provide the list if it helps! Thank you !
Honestly my version of echo knight was made during EA without access to script extender For echo knight I suggest trying wesslens mod https://www.nexusmods.com/baldursgate3/mods/3939
I tried your .pak with Compatibility Framework integration, and before that with @shannon97 's script directly, and both were giving me JSON parsing errors in my script extender console and Echo Knight would not show up. Not sure if it's due to load order, or maybe differing version of Compatibility Framework, but using the files from Psi Warrior as a guide, I was able to get the class to finally show up using Compatibility Framework's Script Extender API.
In the folder ./Mods/weaponskillsextra/ScriptExtender/ Config.json contains: { "RequiredVersion": 1, "ModTable": "Battleborn", "FeatureFlags": [ "Osiris", "Lua" ] } (Copied directly from Psi Warrior, no changes needed) and I removed the CompatibilityFrameworkConfig.json that was throwing errors;
In the folder ./Mods/weaponskillsextra/ScriptExtender/Lui/ both BootstrapClient.lua and BootstrapServer.lua contain the following: if Ext.Mod.IsModLoaded("67fbbd53-7c7d-4cfa-9409-6d737b4d92a9") then local subClasses = { LostSoulMan_EchoKnight = { modGuid = "292a0706-e891-4d7d-9495-1142d470709f", subClassGuid = "bbe15414-3175-4440-ae68-8391af114afe", class = "fighter", subClassName = "EchoKnight" } }
local function OnSessionLoaded() Mods.SubclassCompatibilityFramework = Mods.SubclassCompatibilityFramework or {} Mods.SubclassCompatibilityFramework.API = Mods.SubclassCompatibilityFramework.Api or {} Mods.SubclassCompatibilityFramework.API.InsertSubClasses(subClasses) end
Ext.Events.SessionLoaded:Subscribe(OnSessionLoaded) end
Under version v0.4, I still get the parse error and it refuses to give Echo Knight as an option upon level 3. I didn't post it before, due to initially thinking it did not say much other than "Subclass compatibility framework can't read this," but then I noticed it: [ERROR]: [string "SubclassCompatibilityFramework/JsonLayer/_Jso..."]:34: Unable to parse JSON: * Line 10, Column 12 Syntax error: value, object or array expected. stack traceback: [C++ Code]: in field 'Parse' SubclassCompatibilityFramework/JsonLayer/_JsonLoader.lua:34: in function <SubclassCompatibilityFramework/JsonLa> [C++ Code]: in function 'xpcall' SubclassCompatibilityFramework/JsonLayer/_JsonLoader.lua:47: in global 'LoadConfigFiles' SubclassCompatibilityFramework/Init/_InitDefaults.lua:2: in function <SubclassCompatibilityFramework/Init/_Init> [C++ Code]: in function 'xpcall' builtin://Libs/Event.lua:129: in method 'Throw' builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183> There is an extra comma in CompatibilityFrameworkConfig.json, making it expect an additional subclass UUID: { "FileVersion": 1, "Progressions": [ { "UUID": "23eacff0-9efe-4ea6-b031-19075cc96b63", "Subclasses": [ { "UUIDs": [ "bbe15414-3175-4440-ae68-8391af114afe", <--- ], "Comment": "Echo Knight" } ] } ] } After removing it, the error disappeared, and Echo Knight was available as an option.
Upon further reviewing shannon97's script, there were extra commas in it as well.
The Cleric Subclasses mod author created a way for Trickster domain invoke duplicity to cast spells and allow position swapping. Check it out, it seems like it has some of the functions you want to implement and you might be able to get ideas from it.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. | Difficult to implement. You get a skill Swap Places - Attack. You swap with the echo, attack (you cant move or use BA), then use a new skill to return to original poisition |
There's a fighter ability that allows you to command one of your party members to attack, maybe try to make a version of this that only works on your echo? I'm assuming it has the same attack stats as you do anyway
i second this, it seems like an elegant way to implement it and be a big QoL improvement since it would cut down on the amount of clicks needed to be performed in game. Though applying all the different bonuses and magical effects that would effect the attack might be an issue.
Hi Thank you all for your interest in this mod. So when I made this mod like 2 years ago we didn't have script extender or any of the new functions. So I used the Swap function to allow the equivalent to implement this function. If I can can work out how to add feats, stats, magical weapon, equipment buff to the echo I'll update it.
the main use of echo avatar is generally for scouting purposes. Since thats less useful in bg 3 maybe it could instead give your character advantage on perception checks while the echo is active.
Are you using other mods that change fighter? Perhaps that mod is overriding my mod. Try loading my mod after the other mods. Someone was testing it yesterday and echo knight was working
I added support for the compatibility framework for your mod for myself. You can find documentation here. Just need to add the file CompatibilityFrameworkConfig.json at weaponskillsextra\Mods\weaponskillsextra\ScriptExtender
Here is my JSON content: { "FileVersion": 1, "Progressions": [ { "UUID": "292a0706-e891-4d7d-9495-1142d470709f", "Subclasses": [ { "UUID": "bbe15414-3175-4440-ae68-8391af114afe", "SubClassName": "Echo Knight", "Class": "fighter" } ], } ], } I tested it with another Fighter Subclass mod that already utilizes the compatibility framework. Both show with this change.
And, as others mentioned, this mod does not show up if you search for Echo Knight. I suggest reuploading the mod without the other stuff so people looking for the Echo Knight subclass can actually find your mod
Thanks for making this mod! It's a shame Echo Knight isn't a separate file from your other tweaks - I would love to use it, but since I'll be using other mods as well and I'm not sure about compatibility, I'll have to pass for now. I'm hopeful that this will change in the future though, as it seems like a simple fix.
Hello, I think he means this is a three-in-one combined mod. You have the fighting styles, battle maneuvers, and echo knight. I didn't even know there was an echo knight made until some other modder said yours was best and they weren't going to bother making one themselves. The poster would like three de-coupled/separate mods. One for echo knight only, one for battle maneuvers, and one for fighting styles. There are other fighting style and BM mods, so installing your mod will conflict greatly. Side note: The description is missing exactly what BM and fighting styles are added by your mod. Thanks for what you do!
Probably could use a new name or decouple echo knight into a separate mod. I feel like more people would test this if it were more searchable, especially echo knight
55 comments
Wesslens is a much new mod and I recommend his mod.
This mod wouldn't be compatible with other mods that add the same progressions.lsx and same if another mod changes fighting styles via lists.
Thank you !
Honestly my version of echo knight was made during EA without access to script extender
For echo knight I suggest trying wesslens mod https://www.nexusmods.com/baldursgate3/mods/3939
I'll have to check after work
Thnaks for the bug report.
Fixed in V0.05
In the folder ./Mods/weaponskillsextra/ScriptExtender/ Config.json contains:
{
(Copied directly from Psi Warrior, no changes needed) and I removed the CompatibilityFrameworkConfig.json that was throwing errors;"RequiredVersion": 1,
"ModTable": "Battleborn",
"FeatureFlags": [
"Osiris",
"Lua"
]
}
In the folder ./Mods/weaponskillsextra/ScriptExtender/Lui/ both BootstrapClient.lua and BootstrapServer.lua contain the following:
if Ext.Mod.IsModLoaded("67fbbd53-7c7d-4cfa-9409-6d737b4d92a9") then
local subClasses = {
LostSoulMan_EchoKnight = {
modGuid = "292a0706-e891-4d7d-9495-1142d470709f",
subClassGuid = "bbe15414-3175-4440-ae68-8391af114afe",
class = "fighter",
subClassName = "EchoKnight"
}
}
local function OnSessionLoaded()
Mods.SubclassCompatibilityFramework = Mods.SubclassCompatibilityFramework or {}
Mods.SubclassCompatibilityFramework.API = Mods.SubclassCompatibilityFramework.Api or {}
Mods.SubclassCompatibilityFramework.API.InsertSubClasses(subClasses)
end
Ext.Events.SessionLoaded:Subscribe(OnSessionLoaded)
end
[ERROR]: [string "SubclassCompatibilityFramework/JsonLayer/_Jso..."]:34: Unable to parse JSON: * Line 10, Column 12
Syntax error: value, object or array expected.
stack traceback:
[C++ Code]: in field 'Parse'
SubclassCompatibilityFramework/JsonLayer/_JsonLoader.lua:34: in function <SubclassCompatibilityFramework/JsonLa>
[C++ Code]: in function 'xpcall'
SubclassCompatibilityFramework/JsonLayer/_JsonLoader.lua:47: in global 'LoadConfigFiles'
SubclassCompatibilityFramework/Init/_InitDefaults.lua:2: in function <SubclassCompatibilityFramework/Init/_Init>
[C++ Code]: in function 'xpcall'
builtin://Libs/Event.lua:129: in method 'Throw'
builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183>
There is an extra comma in CompatibilityFrameworkConfig.json, making it expect an additional subclass UUID:
{
After removing it, the error disappeared, and Echo Knight was available as an option."FileVersion": 1,
"Progressions": [
{
"UUID": "23eacff0-9efe-4ea6-b031-19075cc96b63",
"Subclasses": [
{
"UUIDs": [
"bbe15414-3175-4440-ae68-8391af114afe", <---
],
"Comment": "Echo Knight"
}
]
}
]
}
Upon further reviewing shannon97's script, there were extra commas in it as well.
And the wrong number of brackets will kill scripts!
Thanks
Nexus is taking time to upload...
A new (and I'm sure better) echo knight mod has been released.
There's a fighter ability that allows you to command one of your party members to attack, maybe try to make a version of this that only works on your echo? I'm assuming it has the same attack stats as you do anyway
Thank you all for your interest in this mod.
So when I made this mod like 2 years ago we didn't have script extender or any of the new functions.
So I used the Swap function to allow the equivalent to implement this function. If I can can work out how to add feats, stats, magical weapon, equipment buff to the echo I'll update it.
Sorry for the poor english btw.
Are you using other mods that change fighter? Perhaps that mod is overriding my mod. Try loading my mod after the other mods. Someone was testing it yesterday and echo knight was working
Just need to add the file CompatibilityFrameworkConfig.json at weaponskillsextra\Mods\weaponskillsextra\ScriptExtender
Here is my JSON content:
{
I tested it with another Fighter Subclass mod that already utilizes the compatibility framework. Both show with this change."FileVersion": 1,
"Progressions": [
{
"UUID": "292a0706-e891-4d7d-9495-1142d470709f",
"Subclasses": [
{
"UUID": "bbe15414-3175-4440-ae68-8391af114afe",
"SubClassName": "Echo Knight",
"Class": "fighter"
}
],
}
],
}
And, as others mentioned, this mod does not show up if you search for Echo Knight. I suggest reuploading the mod without the other stuff so people looking for the Echo Knight subclass can actually find your mod
I'll have a look.
Current version is only Echo Knight, and some fighting styles
Cant speal about compatibilty with knowing what other mods you speak of.
I think he means this is a three-in-one combined mod. You have the fighting styles, battle maneuvers, and echo knight. I didn't even know there was an echo knight made until some other modder said yours was best and they weren't going to bother making one themselves. The poster would like three de-coupled/separate mods. One for echo knight only, one for battle maneuvers, and one for fighting styles. There are other fighting style and BM mods, so installing your mod will conflict greatly.
Side note: The description is missing exactly what BM and fighting styles are added by your mod.
Thanks for what you do!