thanks for the report, there is an issue for that https://github.com/slafniy/PPMeterProject/issues/17 No solution yet. Could you please provide a full list of mods you're using? I managed to reproduce missing short rests. Looks like Resource bindings could be broken when custom resources disappear on mod deletion.
I hope so. At least I've managed to fix Short Rest counter locally. I'll add an utility spell to the mod. It will drop all hidden resource boosts which were applied by PPMeter. It should help. Expect a new version in a few days, maybe sooner, depending on my free time :)
You can try it now for your own risk https://github.com/slafniy/PPMeterProject/releases/download/v2.4.0.73a/PPMeter_d2481ff8-5c74-cd1c-8709-6d8314bd1c30.pak (You'll need to enable mod, use "PPMETER FULL WIPE" spell, and disable it )
Did you also notice the missing spell slots for warlocks?
Cannot reproduce it, but I'm sure that's the same issue. Most probably I should respec into Warlock in game. Seems GUI backend stops processing resources when it faces missing one, so the inner resource list order matters.
Hi again, please see updated version 2.5.0.76 and read the description, I've added "Uninstallation" instructions. Should also work for existing save files.
Hey! I installed the mod (amazing mod btw!), but my game started lagging a bit afterwards. I'm using lots of summons and I'm playing in co-op. I have no clue if it has anything to do with the mod (although it was smooth before it, but it could be mod conflict too or something entirely else I suppose), just wanted to ask if anyone else has experienced this?
We're playing right now with my fellas, and everything seems fine. But this is the only mod we have. It shouldn't be dependent from summon count because I don't store summon damage separately, it counts as its owner damage. I'll take a note and will try to test this case, thanks for the feedback!
Gotcha! It may not have to do anything with the summons, just thought I'd mention that I was playing an uncapped animate dead necromancer. I'll keep testing it just in case!
Another tiny thing I noticed, if you uninstall the mod mid playthrough, the game will prevent you from getting/having inspirations.
Hello there! Have you had the chance to look into it perhaps/ test it? Or should I create a bug entry?
When you remove the mod mid playthrough various issues occur (the biggest one being not having/getting any inspirations, but also the game will not show warlock slots) which can only be fixed by reinstalling it. I'm using the in game MM version btw.
Now of course the mod is great so nobody should want to uninstall it, the only reason I did because of the lag issues.
Unfortunately, I have no time for that for now (working on another mod, and working for the money to be able to live :D ). You can create a bug record if you want, but I already have one https://github.com/slafniy/PPMeterProject/issues/17 So I won't forget about it, you can be sure :)
Thanks! It auto-hides when widget is open. I intentionally left it visible in case if widget is hidden, maybe I'll change this in next versions, I anyway need a way to choose default widget state :)
If you were to have like 15 undead summons, the list would get quite long, right? If not already done maybe it would be a good suggestion to have summons get their own tab? Probably the same treatment for barrels/bombs etc.
Summon's damage counts as their owner's damage, there will be no additional line. I have some ideas about extended stats, maybe I'll add it later. It is definitely possible to distinguish summon's damage, but I'm not sure about barrels, this needs investigation. Thank you for the idea!
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No solution yet.
I managed to reproduce missing short rests. Looks like Resource bindings could be broken when custom resources disappear on mod deletion.Could you please provide a full list of mods you're using?
Will you be able to fix this issue, or unlikely?
Thanks a lot in advance!
I'll add an utility spell to the mod. It will drop all hidden resource boosts which were applied by PPMeter. It should help.
Expect a new version in a few days, maybe sooner, depending on my free time :)
You can try it now for your own risk https://github.com/slafniy/PPMeterProject/releases/download/v2.4.0.73a/PPMeter_d2481ff8-5c74-cd1c-8709-6d8314bd1c30.pak
(You'll need to enable mod, use "PPMETER FULL WIPE" spell, and disable it )
I'll take a note and will try to test this case, thanks for the feedback!
Another tiny thing I noticed, if you uninstall the mod mid playthrough, the game will prevent you from getting/having inspirations.
I uninstalled it to check if the lag remains or not, but then I noticed that I couldn't gain insps
When you remove the mod mid playthrough various issues occur (the biggest one being not having/getting any inspirations, but also the game will not show warlock slots) which can only be fixed by reinstalling it. I'm using the in game MM version btw.
Now of course the mod is great so nobody should want to uninstall it, the only reason I did because of the lag issues.
So I won't forget about it, you can be sure :)
I've wanted a dps meter for BG3 since like 2020, omg I love you!!!
It auto-hides when widget is open. I intentionally left it visible in case if widget is hidden, maybe I'll change this in next versions, I anyway need a way to choose default widget state :)
Hey! Just wondering, can this be installed mid playthru?
Oh sorry, I should have read your description, ha ha! So essentially it works, but it'll only start gathering data from that point onIf not already done maybe it would be a good suggestion to have summons get their own tab?
Probably the same treatment for barrels/bombs etc.
I have some ideas about extended stats, maybe I'll add it later. It is definitely possible to distinguish summon's damage, but I'm not sure about barrels, this needs investigation.
Thank you for the idea!