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Vishus

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vishus69

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11 comments

  1. tomestcool
    tomestcool
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    Hi, great mod, thank you!

    However, I have noticed that with it active, the game often doesn't realise that prone enemies are actually prone. One example is Soverign Glut's multi-attack that requires a prone enemy - without the mod, it works on an enemy that I knocked prone with Lae'zel's Trip Attack, but with the mod the game tells me 'only works on prone enemies'. Another example is my Moon Druid's Jugular Bite while in Panther form - same issue.

    Any ideas to fix this, as I really want to keep playing with the mod? 
    1. ShadyDax
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      I'll say that by default Jugular Bite doesn't require the target to be Prone. It's from my Druid Wild Shape Overhaul mod.

      Nevertheless, the Prone condition as a requirement - not just for this ability, as I've seen others here mention it, doesn't appear to function anymore.
  2. mickrov
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    Thanks for making this. Incredibly bad choice by Larian to make it like it is.

    One thing I noticed though was that the Steel Watch do not explode after I installed this. They light up and stop doing things but I assume it's bart of the unconscious thing that make them explode. Dunno if this is something that can even be fixed, just thought you should know. I'd rather beat down the last 100 HP of the Steel Watch than lose concentration from tripping any day of the week!
  3. SirMoonbottom
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    This is sorely needed. I am so tired of losing concentration on my Haste and losing my turn because I slipped on ice after a ray of frost or ice arrow missed me but still created an ice surface and knocked me prone anyway.
  4. Senkah000
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    So I went ahead to see what you did and I can see you simply removed the line
    "data "StatusGroups" "SG_Prone;SG_Condition;SG_Unconscious"" from the PRONE entry.

    1. Every other entry in your file is not necessary. You didn't change any other entry and just writing them here means any other mod trying to modify them will be overwritten by your changes (which will just put them back to default) if your mod is lower in the load order and the players won't have any idea why.

    =>
    You could just leave the entry for "PRONE" but remove "PRONE_GREASE", "PRONE_SEWER", "PRONE_ICE", "PRONE_FALLEN", "KNOCKED_DOWN", "HIDEOUS_LAUGHTER", "UNCONSCIOUS", "SHOCKWAVE", "COMMAND_GROVEL" and "PRONE_THUNDEROUS_SMITE"" to fix this behavior.

    2. I'm not sure removing the StatusGroups was a good idea and I really wanted to come here and post a solution but instead, I'm leaving this comment here so that maybe someone else might help us:

    I think the best course of action would simply be to leave the StatusGroups as is BUT instead find inside of them the culprit for making us lose concentration (and our turn) and editing this behavior instead INSIDE of the StatusGroup... the problem being, while searching for "SG_Prone", "SG_Condition" or "SG_Unconscious", I just can't find where they are being described. I more or less think they just works as Tags, but even so, I don't find the code responsible for breaking concentration using one of those status (Most likely not "SG_Condition" which is way too vague and apply to too many situations, but "SG_Unconscious" or "SG_Prone" seem like really good candidates.

    =>
    If anyone find where "SG_Unconscious" or "SG_Prone" are defined or where its written that a character with one of those tags loses concentration and its turn, that would be most appreciated.
    1. vishus69
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      1. Thanks for the tip, I have updated the file to address this.

      2. Yeah, that would be ideal, but so far I haven't noticed any unintended behavior. I spent forever trying to find where SG_Unconscious or SG_Prone were defined, but the only references to them I could find were where they were being assigned. There is a BreakConcentration() function, but I also couldn't find anywhere that was being used in relation to going prone.
    2. drkekyll
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      SG_Condition isn't causing it or almost everything would break concentration. And SG_Unconscious can probably be safely removed because being prone isn't being unconscious, so there shouldn't be anything checking for SG_Unconscious when it cares that you're actually prone and it's a little odd that they put it there. I've been playing with SG_Unconscious removed from prone for a little bit and had no issues yet, but I also mostly play to test something specific and deliberately, so I'm a terrible data point for that. Given what you did worked to stop it from breaking concentration, though, it's definitely hard coded into SG_Prone.

      Anyway, from what I can tell at a cursory glance, by removing SG_Prone you've made at least one trip ability able to be used on prone targets when it couldn't be before and I'm pretty sure it's an NPC ability, so that'll likely get spammed a bit, though how much that will impact someone's gameplay will vary. You've also made things that probably shouldn't be able to be knocked prone (but that are able to be targeted for other reasons) able to be knocked prone. You've made at least one enemy ability that's only supposed to be able to be used on prone targets basically unusable since there's nothing in SG_Prone anymore if all those other statuses inherit their status groups from PRONE. And I didn't even bother to look at everything that references SG_Prone.
  5. planetbrown
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    FYI minor typo in the main file "pronce" instead of "prone". Sorry, I'll see myself out.
  6. EtherealHaunting
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    Any chance you can also have going prone not just automatically end your turn? Larian did most DnD rules well but they have some strange ideas about being knocked prone..
    1. YungJamez
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      I check nexus every day for something like this, I'm so tired of losing my whole turn because Larian decided to legit just add the incapacitated condition on top of prone
  7. actualsailorcat
    actualsailorcat
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