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  1. ShadowstrifeX
    ShadowstrifeX
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    Having an issue trying to use this with the other common action mods.

    Dr. Kekyll's Grappling Framework
    5eDodgeAction
    Swap_Places_Action
    GetReady
    Brunotavm Hurry Up
    Custom_Common_Action_Patch

    In that load order Swap Places and Hurry Up aren't showing up at all on either bars or in spellbook. Grapple, Dodge, and Get Ready all seem to be working correctly.

    Edit: Disregard, fixed by switching to the other non feats extra version.
  2. xxxSYNNxxxx
    xxxSYNNxxxx
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    ty for the mod, i have a question of why grab the unarmed attack mod if this mod adds it, or am i misunderstanding of the "You get an unarmed strike action whether you like it or not, so you might as well grab the mod for it!"  on description page?  i have only added get ready but in game i have the unarmed attack from that mod on my bar.  not using other mods that this is for yet but am looking at adding them maybe.  so unsure if i need that unarmed one or not.

    thx have good day
    1. BaldursGoonsack
      BaldursGoonsack
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      Unlocked Unarmed Strike will use appropriate animations and stuff for melee, just making the vanilla action available while a weapon is equipped does not give appropriate implementation.
    2. xxxSYNNxxxx
      xxxSYNNxxxx
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      ok ty, i can use just with get ready and the unarmed this would give correct anims. i see

      thx
  3. Sakurasrb
    Sakurasrb
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    I put this at the bottom of my mod list, but swap place still fails to show up. Also, I don't use unlock unarmed strike, but there's still unarmed attack.
    1. BaldursGoonsack
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      Check your spellbook, both mods are made by me and work. As for the unarmed strike I forgot about that, it's a vanilla entry so I recommend getting the mod.
    2. Sakurasrb
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      I deleted unarmed attack in spell set, and then swap position worked. 

      But there's still a problem related to feat extra as I will be granted dodge skill before I drink the potion. I'm sure I get the right patch here, but dodge skill seems to be out of control.
    3. BaldursGoonsack
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      I'm unsure what you're referring to with a potion, when I used Feats Extra it simply added on level or stats load to player characters through SE, IIRC.
    4. Sakurasrb
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      Latest version of feats extra add dodge skill by adding a special potion due to some compatibility issue. So basically u should not have dodge skill before drinking potion.
    5. BaldursGoonsack
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      Are you using the wrong version of this mod? I believe the non-SE versions and 5e Dodge have the same spell entry name.
      I also could not at all replicate your issues with unarmed strike and Swap Places.
    6. Sakurasrb
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      I'm using the latest version of Feats extra, 1.62, updated on 4 Nov 2024. And I think this version introduce dodge skills by SE, I can't find non SE version.

      EDIT: Finally, I find the cause. It is Kekyll's Lab (Core Library) that brings in another dodge skill. I don't know how to deal with that so I simply don't use any mod requires Kekyll's Lab (Core Library).
  4. Emophaze
    Emophaze
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    I do not know if your taking requests or not, but uhm, would it be possible to have the dodge action from feats or se make friends with the dodge action from zerd's rules? cause there currently duplicated as 2 dodge actions, if not that is ok, I just thought id ask n_n.
    1. BaldursGoonsack
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      Ah best bet for this is just removing the RAW dodge from the spellset.txt file. I can look at doing it later I suppose
    2. Emophaze
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      Ah I gotcha Ill see if I can do it!! thank you for your reply!! :D
  5. AzraelTheSorrowful
    AzraelTheSorrowful
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    Was thinking about doing another playthrough and was looking through mods. Found your DIQ mod collection and saw my mod in there and this patch. Just cool to see :)
    1. BaldursGoonsack
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      Never know when the RPers will want to punch someone with a weapon equipped lol
  6. DeadPan55
    DeadPan55
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    Do I need to use all the mods listed under requirements (5e Dodge/Feats Extra being mutually exclusive based on the chosen file) or can I just use two or three without issue?
    1. BaldursGoonsack
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      You should be able to use just some of them, worst case scenario one of the actions may duplicate or something. Let me know.
    2. DeadPan55
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      Thanks, will do!
  7. Taliesin33
    Taliesin33
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    Could you add a line in the description stating where this should be put in the load order? Presumably at the end as it's a patch?
    1. BaldursGoonsack
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      Load it after any mods which are adding common actions to the "CommonPlayerActions" spellset.
  8. Briteboy
    Briteboy
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    Hey BaldursGoonsack, I'm currently using your mod collection (thanks a ton for all the hard work and the YT tutorials), with some additions of my own for a pretty beefy mod list. As far as I can tell, I've managed to set everything up and eliminate all problem mods to work PERFECTLY with each other. However, the one thing I haven't been able to figure out is why my "Get Ready" "Hurry Up", and "Unlocked Unarmed" are all bot showing in my hotbar. I did notice I have a different icon for my dodge and in my mod list I am using Dodge 5e. I tried uninstalling Dodge 5e and yet that same Icon persists. I am also using Feats Extra (to me this one is a mandatory keep). Is the issue perhaps the 5e Dodge, and me having the 5e patch version that's preventing all of these other mods from working? If so, is there some file I need to change to fully delete 5e Dodge, because untinstalling and/or deleting from my mod file doesn't seem to be applying the changes. 

    **Note** I only have one dodge showing in my hotbar, I am not getting any duplication
    1. BaldursGoonsack
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      That's really odd, I know Fantastical Multiverse also adds dodge. I don't know if it's an SE implementation or if it overwrites the player common actions. 
      Just load my patch lower down, then you'll probably encounter the duplicated dodge. 
      So then in that case you would remove 5E Dodge and use the older patch on this page.
    2. Briteboy
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      Thank you, that fixed the Issue. For anyone who might be having the same problem, I removed 5e dodge, then (as noted in the 5e mod description for the uninstallation process), I edited my modsetting file and removed the part with 5e dodge. After doing that, I moved your DIQCommonPatch BELOW the Fantastical mods to the top of my Compatibility Patches section, which is located at the very bottom of my load order; that seems to have fixed everything. Also, as a tip, I don't remember exactly which mods they were anymore as I am dealing with 792 mods, not including the overrides, but a few mods needed to be loaded before AppearanceEditOrigins and AppearanceEditEnhanced, so I moved them towards the bottom of the load order between where you placed your "Tweaks" section and "Patches" section (they are now included in the patches section). That seems to allow everything to work coherently. I know you'll be continuing to expand your list so I wanted to aid in future proofing and making that a little easier.

      Thanks for the hard work, happy adventuring!
    3. BaldursGoonsack
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      Which mods would those be? They likely just have to be patched to work with Appearance Edit Enhanced - Origins.
    4. Briteboy
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      I will go back through my mods list let and get back to you on these. There was two or three out of the total that needed one or both of those mods loaded below. 
    5. BaldursGoonsack
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      One in the list already is Origin's Gods, which has an AEE version. Another would be Interesting Origins, it too has an AEE version I believe.
    6. Briteboy
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      Origin Gods AEE is one of the mods that i'm using (I added to your list quite a bit as well as removed a few). For Origin Gods AEE, loading after both Appearance makes everything work as intended. There were one or two others though. I will look into it. I'm not having any issues currently, It's just good info for people to know with the list.
    7. Briteboy
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      Following up with you, this mod seems to be required to be loaded before Racial ASI Expanded to New Races Classes and Subclasses RAW
  9. DemonEyesZero
    DemonEyesZero
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    I have two dodge options in my game idk which mod is causin it and where should i put in load order: 
    1. BaldursGoonsack
      BaldursGoonsack
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      Well, I don't know about the dodge action. But I can tell you that Spell List Combiner is not creating caches because of Glamour Bard's bad code.
      Edit: Use the Script Extender console, you'll see the errors. 
    2. DemonEyesZero
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      So i should take out spell combiner list? and i put ur patch at bottom and no extra dodge 
    3. BaldursGoonsack
      BaldursGoonsack
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      You don't appear to have any of the mods I made this patch for, this is a very specific mod.
      I'd also recommend removing Glamour Bard instead of SCL, it's the mod with the problem.
    4. DemonEyesZero
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      Well thats weird cause i get a extra dodge from sumthing and when i add this at bottom the dodge is gone but it adds unarmed punch to every single character thro 

      Edit:Figure out what was giving me extra dodge and that was feat extra
    5. BaldursGoonsack
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      Yeah, you've got something adding dodge to the spellset.txt, when it's not needed due to the different dodge implementation from Feats Extra. I just don't know what, I've scrolled through your list a couple times now. 
      You can easily unpack this file and from the spellset.txt remove the unarmed action, then you should be good to go. Or just get unlocked unarmed strike and place it below this mod, then those attacks will have the proper unarmed animation while a weapon is equipped. 
    6. DemonEyesZero
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      Yeah i came here cause one of the three mods was adding dodge and feat extra has this as a requirement for dodge but feat extra was the issue it seems, the other mods was Dr. Kekyll's Grappling Framework and Fantastical Core (which i dont think even add dodge in core version), thx for the help. i will remove big list
  10. ShadowWolf57
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    So I was wondering, Dr. Kekyll's framework has a ton of patches for the other mods like hurry up or get ready. If I'm assuming this correctly you shouldn't need those patches from that mod page because this mod should replace the framework patches or should you use them in conjunction with this mod?

    I hope that makes sense and I appreciate the answer!
    1. BaldursGoonsack
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      Yeah each of those patches just like this mod replace the common player actions inside the spellset.txt file, so they're all mutually exclusive.
    2. ShadowWolf57
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      I appreciate the reply thank you, that answers my question!