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33 comments

  1. BradTheAmerican
    BradTheAmerican
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    How did you attach skill proficiencies as requirements for actions? I get no working results in the BG3 toolkit when I try using something like "HasProficiency(Skill,Investigation,context.Source)" in the RequirementConditions field.
  2. Czartchonn
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    How are the DC handled that you roll against. I find them to be pretty low at all times. Using Intimidate on some enemies should be pretty hard for example.
  3. Wikt0r1us
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    Is there any way this can be made compatible with Common Actions Consolidated? They would go REALLY well together
    1. JawnDuder
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      I agree, they do go really well together and they're actually pretty easy to combine. I used BG3-Modders-Multitool: https://github.com/ShinyHobo/BG3-Modders-Multitool

      After unpacking both mods navigate to these folders in separate windows:

      bg3-modders-multitool\UnpackedMods\Val_BasicActionsConsolidated_NoJump\Public\Val_BasicActionsConsolidated\Stats\Generated
      bg3-modders-multitool\UnpackedMods\SkillActions\Public\SkillActions\Stats\Generated

      In each folder, you'll find SpellSet.txt. Open the SkillActions version and copy everything from the second line down. Edit: Copy the "add spell" lines from my next comment. Open the BasicActionsConsolidated version and paste them anywhere between new spellset "CommonPlayerActions" and new spellset "CommonNPCActions". Save and close.

      Go into the Data folder for each. Copy SkillActionsPassive.txt from the SkillActions data folder over to the BasicActionsConsolidated data folder.

      Open SkillActions.txt, select all and copy. Open Spells.txt in the BasicActionsConsolidated data folder and paste everything to the bottom. Add a new line to each skill action between the 3rd and 4th lines that says the following: 

      data "SpellContainerID" "Shout_CommonActions" 

      Save and close.

      Navigate to these folders to copy the localization file over:

      bg3-modders-multitool\UnpackedMods\Val_BasicActionsConsolidated_NoJump\Localization\English
      bg3-modders-multitool\UnpackedMods\SkillActions\Localization\English

      Copy the file starting with _MT_GEN_LOCA from SkillActions over to BasicActionsConsolidated. There should now be two files in the BasicActionsConsolidated localization English folder: _MT_GEN_LOCA and Val_BasicActionsCosolidated.

      Go back to your UnpackedMods folder and drag Val_BasicActionsConsolidated (I use the NoJump version) over the multitool to repack it. It will create a zip file with your new pak file. Extract the pak file to your mods folder. You'll only need the one pak, not the original two.

      I hope this helps!
    2. Wikt0r1us
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      I haven't fully read through this yet as I'm testing something else but I'm definitely going to get to this in a little bit, thank you so much!

      EDIT: I've got no spellset in the unpacked skill actions?
    3. JawnDuder
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      That is my bad! I guess I created that with the intent of moving everything over to the SkillActions mod and then switched. You should be able to add this to the SpellSet.txt in the basic actions consolidated mod:

      add spell "Target_Shove_Trip"
      add spell "Target_Swap"
      add spell "Target_Feint"
      add spell "Shout_Skilled_Hide"
      add spell "Target_Recall_Knowledge_Arcana"
      add spell "Target_Recall_Knowledge_History"
      add spell "Target_Recall_Knowledge_Nature"
      add spell "Target_Recall_Knowledge_Religion"
      add spell "Target_Find_Weak_Spot_Investigation"
      add spell "Target_Handle_Animal"
      add spell "Target_Predict"
      add spell "Target_First_Aid"
      add spell "Shout_Seek_PlayerVersion"
      add spell "Target_Find_Weak_Spot_Survival"
      add spell "Target_Deceive"
      add spell "Target_Intimidate"
      add spell "Target_Persuade"
      add spell "Target_Taunt"
    4. Wikt0r1us
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      Okay cool thanks! I notice there's player actions, npc actions, beast actions and summon actions. Should I be copying it over to those too? 

      What happens if there's an action listed in this file but the character doesn't have access to it? Will it cause problems or just not show until they're given access to it?
    5. JawnDuder
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      No problem! I didn't try adding it to NPC/beast/summon actions since I figured the AI might not be able to use it. I'm not even sure if they have skill proficiencies which is required to be able to use the actions. It may be possible to make an NPC/AI only version of each action that doesn't require proficiency with the skill.

      As for your second question, the skill actions will still be in the common action container, you just won't be able to use them unless the character has proficiency in the related skill. They are grayed out so it's obvious that they can't be used. It's probably doable with script extender to make it so that the action isn't listed until you have the related proficiency, but that's beyond my knowledge.
    6. Wikt0r1us
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      Right that makes sense. I have another mod that gives summons some of the player actions so maybe I'll have to experiment and see what I can or should include in the mod. Honestly, they have so much space in the hotbar anyway so it's not even really necessary for them.
    7. Wikt0r1us
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      I posted this over on the comments of Better Command but it's relevant here too:

      New ideas:

      • Grouping certain types of class icons that are relevant only to the specific class. e.g. Hexblade icons grouped
      • Separate groups for damage, control, support, healing spells and maybe other types
      • Groups for movement based abilities (dash, jump, fly, anything else requiring or impacting movement)
      • If possible, custom groups to save having to make separate mod files. Allow users to group whatever icons together as they see fit as a one size fits all solution.

      It may actually make more sense to group some of these skills into the command icon instead too. i.e. Deceive, Intimidate, Persuade, Predict, Taunt and Handle Animal.
    8. JawnDuder
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      Adding skill actions to NPCs works surprisingly well! I wouldn't say it's perfect, but I was able to get it working through two different methods.

      The first method I tried was creating a version of each action that doesn't require proficiency, added _NPC to the name and added them all to the NPC/beast/summon common action spell sets. It's the easier method, but seems to give all enemies all options which adds too much overlap imo. I saw feint, taunt, persuade and deceive pop up multiple times on the nautiloid and it actually adds a good deal of challenge since your PCs can lose turns frequently.

      The second method is use the same list for PCs and NPCs and individually add skill proficiencies to characters as you see fit. Obviously, it's a lot more work, but it's more nuanced/balanced. I gave the nautiloid imps (Imp_Weak) deception and intimidation and it worked perfectly fine. One thing I found funny was my ranger companion only had animal handling available. I didn't edit the companion, but I am using Home Brew - Comprehensive Reworks, so it could be that or it could just be how vanilla companions are. What was amusing about it is I was able to have my wolf companion target itself with the animal handling skill to turn itself into AI. It attacked the imps on its own after that.
    9. Wikt0r1us
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      Yeah I think giving all of those options to enemies would be quite uncontrolled. There would need to be some skill checks I think so that for example enemies only had access to intimidate if they had a certain number of levels above you perhaps or had significantly higher strength or something. But it's good to know they respond well to it.

      Do you think this method would work in something like combat extender for accessing individual NPCs? It would make sense to maybe give the bosses and minibosses these abilities at the very least.

      That is a pretty amusing point about animal handling on a companion animal haha can you maybe rename it JUST for the animal companion so that it reads something more like "Think for yourself" or something? I do already have summon AI toggle passives though so not sure I'd be using it for that :P
    10. Wikt0r1us
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      Not sure what I did wrong but it didn't seem to take for me. None of the actions I added have ended up being consolidated and I've noticed that I have other skills consolidated that don't actually appear in those files at all (e.g dodge). I guess something is overriding it in my load order?
    11. JawnDuder
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      Hmm yeah, I would say it's your load order if you are seeing the dodge action in there. Have you tried removing whatever is giving you the dodge action or loading the consolidated set towards the bottom?
    12. Wikt0r1us
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      I redid it whilst following your instructions exactly and it worked this time. Last time I did a few things different like trying to organise and alphabetise stuff but I guess it didn't like it for some reason...

      I just wish I knew how to get other actions on my hotbar into it as I have a few others from other mods, though it doesn't really matter much.
    13. JawnDuder
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      Glad you got it working! I would think you could unpack your other mods the same way. Are you both adding the desired action to the common actions spellset, and adding data "SpellContainerID" "Shout_CommonActions" to the spell data of the action?
    14. Wikt0r1us
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      Yeah though thinking about it I may have misinterpreted "between 3rd and 4th lines" the first time as I think I put it AFTER "using" rather than before in the second instance. I can worry about organisation and such later though.

      I'll have to have a look at the other mods too. Would be nice if there was a more automated way of doing this for all mods that add certain types of abilities but I guess it's not that simple.

      This was one of the mods not getting consolidated automatically. I'll likely merge it tomorrow :)
  4. Czartchonn
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    Great addition to the game. Weak Spot may be a bit over the top compared to the others. Guaranteed critical hit every combat. If you still needed to hit it might be balanced, but you roll a 20 no matter what. 
    1. Wikt0r1us
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      That's why it's limited to survival and investigation I reckon
  5. slayerofdoom101
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    Anybody know how to fix the issue where the skills aren't showing up for some companions? Karlach specifically doesn't have it in my game. I'll post again later when I see if Minthara gets the actions.
    1. DemonEyesZero
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      Creator says reload but i think this need to be fix in the future (hopefully), great mod thro
    2. Wikt0r1us
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      Put it at the bottom of your load order and that should fix it.
  6. Wikt0r1us
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    Would you be willing to make a version of this and this for your mod? Would make the whole thing a lot neater to have these actions under one icon. The amount of time I waste on organising stuff is nuts
  7. Cahooots
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    Love this idea! Excited to try it out :)
  8. Czartchonn
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    Will NPCs also get these abilities?
    1. Chugumbius
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      They wouldnt be able to use it properly either way , its really hard to make them play smart 
  9. vegaswanderer
    vegaswanderer
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    I am not quite sure but it seems this mod is causing some lagging. When I talk with NPCs the audio corrupts for half a second. It doesn't always happen but this is the only mod I have installed recently and I immediately got this issue. When I uninstalled the mod, the issue went away. After reinstalling again, it came back. Pretty sure now the mod creates some lag or some issue when characters talk.
  10. zeroimpossibles
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    I see someone's been playing Pathfinder 2e.....hahaha love it.