During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
I would like a version of this that replaces the vanilla jump, requires only movement and no action, and simply uses the character's highest modifier between strength and dexterity to keep it at one icon
Ah right so it's another mod removing the action cost from this for me. It's from a mod that has other functions I wanted but not that as such, despite enjoying it. Problem is that it also retains the vanilla jump so now everybody has 3 jump options that I have to organise/get rid of rather than just having the most appropriate jump appearing on a given character.
I know I'm being lazy but it was worth asking :P
EDIT: Actually I'm pretty sure I have a mod that adds skilled hide but only to characters that it's relevant to (e.g. high enough dexterity) but that's not the same as using the highest modifier.
Thanks. And that was basically my thinking as well, but for whatever reason, even after adding the "Mariner" feat, my MC jumps a fraction of the distance of my other characters (who have no feat buffing their jump). When I hover over the icon, it clearly shows the "Dexterity" change. And my other characters are defnitely experiencing the change. Bizarre... Thanks. I'll play around with things to try and figure it out.
The ability is set up to be able to be captured by the game as one of the ones that is able to be invoked by the jump hotkey, but the actual determination of which such ability (as there are others that also occupy this spot) is actually invoked by pressing the jump hotkey appears to be determined by which ability is listed furthest left in the Spellbook > Common Tab > Common Abilities row.
For me, Shadowheart (Ranger 1/Trickery Cleric 5 when consuming the standalone potion) had her Dex Jump ability placed before her Str Jump ability, and can use the Jump hotkey to use Dex Jump.
Astarion (Assassin Rogue 5 when consuming the standalone potion) had his Str Jump ability moved in the spellbook from the first ability to instead be placed near the end of the row, but his are ordered Str Jump, Dex Jump and he therefore has Str Jump as his hotkey.
My Tav (Fencer Rogue 5 -- modded subclass -- when consuming the standalone potion) did not see her Str Jump ability move away from the first slot in the spellbook row, and therefore was in the same boat as Astarion, unable to use Dex Jump via hotkey.
Rebuilding my Tav caused her Str Jump to plop at the end of the row, but after that no matter how I ordered the level-ups and the potion consumption, her Dex Jump ability always got added at the end of the row (as with Astarion) rather than ahead of the Str Jump (as with Shadowheart).
This is apparently a problem that other similar "share the `Jump` Keybind" abilities available in the core game experience, and there doesn't seem to be a good way to reliably control which ability gets picked up as "Do This When The Jump Keybind Is Pressed" even without any alterations to which such abilities are available -- I've had other runs before engaging with this mod where I had other similarly-implemented abilities that would work from my Jump keybind for a while, and then ... be superseded by Jump (Strength Jump) out of the blue.
To get this handled in a stable way, I think we'd need to understand how the game orders those abilities, and/or identify a hard-override for the determination of the ability to be triggered by the "Jump Keybind".
Until that happens, I'm probably going to use the Reddit workaround of "Unbind Z from Jump, Bind it to Custom 1, put the ability I want as Jump in Custom 1" which requires management but at least produces consistent results I can control.
hey I've been trying to figure this out forever but originally it was pertaining to why some characters defaulted to *spoiler maneuver* instead of jump and others still jumped even though they had the new thing. same concept here I guess but could you explain what you mean by "Bind it to custom 1"? Like, just set "Jump" in the keybind menu to, for instance, the "1" key by default for the custom hotbar?
I'm also playing on controller but can change this stuff the same way by bringing up the M/KB UI but your whole "left has priority" thing with the icons is spot-on for the controller UI as well, so I'm hoping this would behave in a similar fashion
You can change the keybinds (for mouse and keyboard play on PC) or add a second keybind to trigger the first 12 slots in the "Custom" section.
What I've done is removed the "Z" key as bound to the Jump action (Jump now has no dedicated bind in my config), and bound "Z" to Custom 12, which also keeps its default keybind of "=". Then I drag whatever ability I want to be available via my "Z" key to the Custom 12 bar slot, and I'm off to the races with a tedious workaround.
To be clear, the core issue seems to be that the game - auto-assigns the "Jump Keybind" to trigger the leftmost "flagged as a jump-bind-ability" ability that is slotted into the Spellbook > Common Tab > Common Abilities. - does not seem to consistently order the abilities in that list - does not offer the ability to reorder the abilities in that list to the user
I suspect that the abilities that are displayed in that part of the UI are also tracked in memory in an array/list, and the game, when determining which ability it thinks you mean when you hit the key bound to the "jump" keybind, iterates over all of the actions in the array until it reaches the first ability that is flagged in the ability config as a "jump" ability. This would explain why the various different reports of instances in which "pressing the jump keybind" initiated one specific ability, and then (presumably after an event that permitted the ordering of the abilities in the array to be altered) changed for no apparent reason to initiate some other ability.
Note, I reclassed Shadowheart to full Ranger, and now her Dex Jump is listed later than her Str Jump ability, so I suspect that "what classes you have" might exert some influence on "how the game winds up ordering the Common Abilities list." I tend to imagine that this general behavior is an undesired byproduct of some kind of optimization Larian implemented in how the game assembles and tracks the various abilities each character possesses, and would technically qualify as a bug that they might fix at some point. Whether or not such a fix would also provide relief in the context of the addition of the Dex Jump ability added by this mod is anyone's guess, though.
Y'know, I understand tabletop rules and mechanics are necessary for balance and even the reason for strength being tied to jump, but by gods it sure as s#*! annoyed me that my dexterous/agile character could barely clear a flipping short gap. This has made my current playthrough so much more enjoyable and I am super thankful you shared. Thanks. :3
26 comments
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
Also this mod don't touch use cost in anyway, you can use any other mods that change that.
Ah right so it's another mod removing the action cost from this for me. It's from a mod that has other functions I wanted but not that as such, despite enjoying it. Problem is that it also retains the vanilla jump so now everybody has 3 jump options that I have to organise/get rid of rather than just having the most appropriate jump appearing on a given character.
I know I'm being lazy but it was worth asking :P
EDIT: Actually I'm pretty sure I have a mod that adds skilled hide but only to characters that it's relevant to (e.g. high enough dexterity) but that's not the same as using the highest modifier.
This works for my party, but not my MC... it's bizarre.
(I'm using the "replacer" version.)
But I can't see how the replacer can't not work for just one character.
Check the character pannel and make sure nothing is adding an additional jump skill to your character and something it's defaulted to it.
And that was basically my thinking as well, but for whatever reason, even after adding the "Mariner" feat, my MC jumps a fraction of the distance of my other characters (who have no feat buffing their jump).
When I hover over the icon, it clearly shows the "Dexterity" change.
And my other characters are defnitely experiencing the change.
Bizarre... Thanks. I'll play around with things to try and figure it out.
There isn't any way to do it directly that i'm aware of
Edit: And sometimes, level up fail to bind it for unknown reasons, I think related to leave the level up screem too quick
For me, Shadowheart (Ranger 1/Trickery Cleric 5 when consuming the standalone potion) had her Dex Jump ability placed before her Str Jump ability, and can use the Jump hotkey to use Dex Jump.
Astarion (Assassin Rogue 5 when consuming the standalone potion) had his Str Jump ability moved in the spellbook from the first ability to instead be placed near the end of the row, but his are ordered Str Jump, Dex Jump and he therefore has Str Jump as his hotkey.
My Tav (Fencer Rogue 5 -- modded subclass -- when consuming the standalone potion) did not see her Str Jump ability move away from the first slot in the spellbook row, and therefore was in the same boat as Astarion, unable to use Dex Jump via hotkey.
Rebuilding my Tav caused her Str Jump to plop at the end of the row, but after that no matter how I ordered the level-ups and the potion consumption, her Dex Jump ability always got added at the end of the row (as with Astarion) rather than ahead of the Str Jump (as with Shadowheart).
This is apparently a problem that other similar "share the `Jump` Keybind" abilities available in the core game experience, and there doesn't seem to be a good way to reliably control which ability gets picked up as "Do This When The Jump Keybind Is Pressed" even without any alterations to which such abilities are available -- I've had other runs before engaging with this mod where I had other similarly-implemented abilities that would work from my Jump keybind for a while, and then ... be superseded by Jump (Strength Jump) out of the blue.
To get this handled in a stable way, I think we'd need to understand how the game orders those abilities, and/or identify a hard-override for the determination of the ability to be triggered by the "Jump Keybind".
Until that happens, I'm probably going to use the Reddit workaround of "Unbind Z from Jump, Bind it to Custom 1, put the ability I want as Jump in Custom 1" which requires management but at least produces consistent results I can control.
I'm also playing on controller but can change this stuff the same way by bringing up the M/KB UI but your whole "left has priority" thing with the icons is spot-on for the controller UI as well, so I'm hoping this would behave in a similar fashion
The firts places of the custom section are the number keys keybind. So for example drag it to the firts place for 1, second for 2...
This is on M&K, no idea if it works the same on controller
You can change the keybinds (for mouse and keyboard play on PC) or add a second keybind to trigger the first 12 slots in the "Custom" section.
What I've done is removed the "Z" key as bound to the Jump action (Jump now has no dedicated bind in my config), and bound "Z" to Custom 12, which also keeps its default keybind of "=". Then I drag whatever ability I want to be available via my "Z" key to the Custom 12 bar slot, and I'm off to the races with a tedious workaround.
To be clear, the core issue seems to be that the game
- auto-assigns the "Jump Keybind" to trigger the leftmost "flagged as a jump-bind-ability" ability that is slotted into the Spellbook > Common Tab > Common Abilities.
- does not seem to consistently order the abilities in that list
- does not offer the ability to reorder the abilities in that list to the user
I suspect that the abilities that are displayed in that part of the UI are also tracked in memory in an array/list, and the game, when determining which ability it thinks you mean when you hit the key bound to the "jump" keybind, iterates over all of the actions in the array until it reaches the first ability that is flagged in the ability config as a "jump" ability. This would explain why the various different reports of instances in which "pressing the jump keybind" initiated one specific ability, and then (presumably after an event that permitted the ordering of the abilities in the array to be altered) changed for no apparent reason to initiate some other ability.
Note, I reclassed Shadowheart to full Ranger, and now her Dex Jump is listed later than her Str Jump ability, so I suspect that "what classes you have" might exert some influence on "how the game winds up ordering the Common Abilities list." I tend to imagine that this general behavior is an undesired byproduct of some kind of optimization Larian implemented in how the game assembles and tracks the various abilities each character possesses, and would technically qualify as a bug that they might fix at some point. Whether or not such a fix would also provide relief in the context of the addition of the Dex Jump ability added by this mod is anyone's guess, though.
I know it can be a bit umbalance, but hell, I can buy a bit of umbalance rather than have a rogue jumping the same as a wizard.