Known Issue: Consolidated Illithid Powers currently share a cooldown when used. This appears to be a base game issue with how containers function - once abilities or spells are grouped together, they all share a cooldown. Working on a fix.
The issue only occurs with the vanilla Illithid Powers! IPO2 "fixes" that issue by completely overhauling the abilities by removing any cooldown from these abilites.
anyone else getting the problem of using one illithid power causing the other illithid powers to miss-register as being used as well?
When i cast shield of thralls all my other illithid powers dim out and become unusable until i short rest. The expected behavior is i should be able to use each power individually before needing a short rest
Ok, thanks! I'm trying to determine if the issue is caused by this mod specifically or a conflict with another mod. I can reliably reproduce or resolve the issue by installing or uninstalling this mod, and adjusting the load order doesn't seem to help. However, it might still be an interaction with another mod. I've got around 250 mods installed, so narrowing it down is challenging, to say the least lol
unfortunately, im having the same issue. trying to work on a fix for it
i recommend using IPO2 which overhauls the illithid powers, it also "fixes" that issue Illithid Powers then dont have a short cd anymore and use a new resource to be able to use them
ok, cool I'll stop trying to mess with my other UI apps to see if that'll fix things since it's native to the mod. I appreciate you looking into it! hope you find a fix because it's a great mod that larian probably should have included something like this as a native feature TBH!
I have noticed that cull the weak doesn't activate anymore during combat. I am not sure if it is a load order problem or something else preventing this mod from working. Same with levitate, a character I control won't be able to use levitate but other companions can and do for traversal.
"edit" turns out it was the version of hotbar 2 I was using. FOR SOME REASON, the low vision option was obscuring panels from my ui but I downloaded the Vova's version and I could finally see levitate in the correct panel. Sorry about that.
Seem to be having trouble with Act 3 ceremorphosis. The ceramorphosis action doesn't actually transform despite playing half the animation and none of the passives pop up. Loading a save with ceremorphosis already active pre-install, the passive to switch back to Illithid form isn't on the BetterHotbar2 quickbar as it would without this mod.
I have this mod loading near the very bottom of the load order after IPO2 and related lich/deathsong/etc mods.
Edit: Struck text due to not checking the contextual action (Mind Flayer Form action) were moved to the omnibutton in the case of loading a save with the astral tadpole unlocked ceremorphosis already active for a character before the installation of this mod.
The latter issue was a false alert, my mistake, but I do stand by the former half of this report. The animation would play and then seem to finish without the player transforming into the illithid form despite consuming the illithid charges.
It's very strange, but the abilities do not appear on the character. I think the problem is in the load order... Do you have any advice regarding order?
this mod shouldnt have any issues with load order in general, only if youre using mods that change illithid abilities themselves you should load mine afterwards
have you tried checking if the new container/consolidated button is showing up in your class actions? press "k" and check on your common tab of your character
i think but im not entirely sure, i dont play with controller myself so i cant check that the icon that is used for the container is a vanilla icon so i assume it should work
I like the idea of this mod for UI purposes, but I wonder if it is compatible with Illithid Consequences. I like my tadpoles to not be freebie gummies. Would you happen to know if it is?
this mod only consolidates the abilities into a single button, so its compatible with almost any mod so yes, it is compatible with the mod you mentioned as well :)
This looks like a very useful mod, however when I try to import it with BG3 Modmanager I get this message. No mods imported. Does the file contain a .pak I checked the downloaded file and it contains a .pak file. I have no idea how to resolve this. I know your install instructions are to manualy place the pak file but I use the Mod Manager for all external mod installs. IF it wont install with this method then its not getting installed.
I went with the manual install and it is working. thanks. Oddly enough when I unpacked the file, it wonted to over write its self, however when I checked the folder the file was not present. I cancelled the extraction and check the folder again. no file. so I went ahead and extracted and installed the mod with the overwrite. I then tested this with 2 other archive's at random with no problem. Only this file is it seems to be extracting twice. In the words of the great profit black adder - Bogle Giber Giber.
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Consolidated Illithid Powers currently share a cooldown when used. This appears to be a base game issue with how containers function - once abilities or spells are grouped together, they all share a cooldown. Working on a fix.
The issue only occurs with the vanilla Illithid Powers!
IPO2 "fixes" that issue by completely overhauling the abilities by removing any cooldown from these abilites.
When i cast shield of thralls all my other illithid powers dim out and become unusable until i short rest. The expected behavior is i should be able to use each power individually before needing a short rest
i recommend using IPO2 which overhauls the illithid powers, it also "fixes" that issue
Illithid Powers then dont have a short cd anymore and use a new resource to be able to use them
"edit" turns out it was the version of hotbar 2 I was using. FOR SOME REASON, the low vision option was obscuring panels from my ui but I downloaded the Vova's version and I could finally see levitate in the correct panel. Sorry about that.
Seem to be having trouble with Act 3 ceremorphosis. The ceramorphosis action doesn't actually transform despite playing half the animation and none of the passives pop up.
Loading a save with ceremorphosis already active pre-install, the passive to switch back to Illithid form isn't on the BetterHotbar2 quickbar as it would without this mod.I have this mod loading near the very bottom of the load order after IPO2 and related lich/deathsong/etc mods.
Edit: Struck text due to not checking the contextual action (Mind Flayer Form action) were moved to the omnibutton in the case of loading a save with the astral tadpole unlocked ceremorphosis already active for a character before the installation of this mod.
if youre not using the latest version, try updating first
my mod only consolidates the spells into a button, nothing else
have you tried checking if the new container/consolidated button is showing up in your class actions?
press "k" and check on your common tab of your character
the icon that is used for the container is a vanilla icon so i assume it should work
so yes, it is compatible with the mod you mentioned as well :)
No mods imported. Does the file contain a .pak
I checked the downloaded file and it contains a .pak file. I have no idea how to resolve this.
I know your install instructions are to manualy place the pak file but I use the Mod Manager for all external mod installs.
IF it wont install with this method then its not getting installed.
Does anyone know how to fix this
i dont think i can assist you with that :( sorry
Oddly enough when I unpacked the file, it wonted to over write its self, however when I checked the folder the file was not present.
I cancelled the extraction and check the folder again. no file. so I went ahead and extracted and installed the mod with the overwrite.
I then tested this with 2 other archive's at random with no problem. Only this file is it seems to be extracting twice.
In the words of the great profit black adder - Bogle Giber Giber.
Again thanks for the work.
And I can tell firsthand it does work on patch 7.