Posting it here as well, but the current way to fix the mod manually for yourself. (At least, this fixes the "only applies to multiclass" version of the issue, I haven't tested if it helps with others.)
Most definitely works! You will need to respec your character to reset your level bonuses, once you do respec and input your level choices again, the feats can be applied. Use the Appearance Editing Enhanced mod I use the gunslinger mod cause I'm a filthy casual, and it works for that
Never went behind the scenes of a mod before, so it did take me a while to figure out what I was doing, but all the new modded classes are gaining feats each level once again!
No. I do see how the name could be misleading though. Engine-wise, the game only looks for "yes/no" for each level for if you can take a feat. (This same sort of thing is why it takes so many workarounds to give lv 1 feats.) You technically can create ways of still applying a feat's effects other ways, but it wouldn't be done through the normal level-up menu.
it seems that Patch 7 broke this mod indeed - i've tried the Feat per level, and it works well with the vanilla classes, but not with the newly added mod classes (haven't checked the mod subclass of the vanilla class). If this could be updated, or a similar mod made that would work with patch 7, that'd be super : D
I found a solution to get it working for one custom class, instructions are in bug reports, I would open in new tab as you will need to reference a post here.
So this used to be the only extra feats mod that I could get to work with custom classes but since patch 7 it now only works with the base game classes but it works for custom subclasses of the base classes.
I've got the Feat every level installed via Vortex and I've got it selected on in the in-game MM but It's not working in game at all.
Now I believe I've figure out the reason for which the mod isn't working. Seems that the "Mystic Class" mod located here on Nexus and over on the BG 3 in game MM has their mod where it states under the listing of "Mods Requiring this file" and it list the Feats mod as one requiring it. Now since this one wasn't working I downloaded a similar one from the BG 3 mods within the game and it works yet when I exited the game It gives me an error stating that the "Feats mod" requires his mod. Now I did leave him a message over on his mod "Mystic Class" hopefully he fixes it soon.
As has been discussed in other posts, all versions of the mod are basically running into a bug on patch 7 where it's only applying to your multiclasses, not your first class. (possibly due to script extender shenanigans, or Larian changed something internally) So in your case, a multiclass of 2 Fighter/2 Wizard would only provide one extra feat at Wizard 2, but not the Fighter 2. So technically still "kinda" works, just not fully or as intended.
Easy multiplayer fix: Extract files using lslib, literally just copy and paste the server bootstrap file's text into the client bootstrap file, then repack with the same name. This only has to be done on the clients, not the person hosting the game.
I'll see if I can help but the solution is the same. You'll need this mods .pak file and extract the contents into a new folder to make changes. I'd recommend you just install the mod first then extract it using the latest LSLib Toolkit(ExportToolversion.zip). Open lslib and in the PAK/LSV Tools tab under Extract Package is where you put the path to the .pak file (mine was in AppData\Local\Larian Studios\Baldur's Gate 3\Mods after install) and the destination can be anywhere (mine was a new folder on the desktop).
Inside your extracted folder open up BU_MoreFeats\ScriptExtender\Lua\BootstrapServer.lua with a text editor and copy everything inside and then paste that into the BootstrapClient.lua file which should be located in the same folder. Save the changes and using lslib again go back to the PAK/LSV tab. Now create a package using the same folder you extracted before. The source path is the location of the folder you just extracted with the changes you made and the package path is the location of the original .pak but make sure the name is the same as before (mine was BU_MoreFeats.pak). Click create package and make sure the version is V18(Baldurs gate) and compression is LZ4 HC.
124 comments
"BU_MoreFeats\Mods\BU_MoreFeats\ScriptExtender\Lua"
(any text editor will do)I use the gunslinger mod cause I'm a filthy casual, and it works for that
Never went behind the scenes of a mod before, so it did take me a while to figure out what I was doing, but all the new modded classes are gaining feats each level once again!
I really appreciate you!
Engine-wise, the game only looks for "yes/no" for each level for if you can take a feat. (This same sort of thing is why it takes so many workarounds to give lv 1 feats.) You technically can create ways of still applying a feat's effects other ways, but it wouldn't be done through the normal level-up menu.
Now I believe I've figure out the reason for which the mod isn't working. Seems that the "Mystic Class" mod located here on Nexus and over on the BG 3 in game MM has their mod where it states under the listing of "Mods Requiring this file" and it list the Feats mod as one requiring it. Now since this one wasn't working I downloaded a similar one from the BG 3 mods within the game and it works yet when I exited the game It gives me an error stating that the "Feats mod" requires his mod. Now I did leave him a message over on his mod "Mystic Class" hopefully he fixes it soon.
So in your case, a multiclass of 2 Fighter/2 Wizard would only provide one extra feat at Wizard 2, but not the Fighter 2.
So technically still "kinda" works, just not fully or as intended.
Inside your extracted folder open up BU_MoreFeats\ScriptExtender\Lua\BootstrapServer.lua with a text editor and copy everything inside and then paste that into the BootstrapClient.lua file which should be located in the same folder. Save the changes and using lslib again go back to the PAK/LSV tab. Now create a package using the same folder you extracted before. The source path is the location of the folder you just extracted with the changes you made and the package path is the location of the original .pak but make sure the name is the same as before (mine was BU_MoreFeats.pak). Click create package and make sure the version is V18(Baldurs gate) and compression is LZ4 HC.