What does this do in regards to summons that currently cannot sneak at all? Such as mud/ice/fire mephits? Do they also enter a sneak mode that is not in the base game for them at all, do they simply vanish visually (like turning invisible, or some temporary 'dismissal' as long as you're sneaking), or does nothing happen?
I don't mind manually making summons sneak, but my main problem is the summons that have no ability to sneak currently. If that isn't a function of the mod currently, would you consider adding it? I have zero idea how difficult it would be to add a sneak ability to those summons.
I can confirm that I made my Spiritual Weapon start sneaking earlier today, so that is indeed a feature of this mod. There was no animation for it, but it is a floating weapon soooo
As djmarder mentioned summons were indeed able to sneak without actually having the hide action. This wasn't intended and was patched out in the latest version, but the file for the previous version is still there under "old files", so you can still use that if you want your spiritual weapon to be able to sneak.
Please don't delete the old version, it is a very much appreciated one, helps with sneaking on modded summons who probably should have hide action but don't, thank you for your mod very much
I second this of what Dajolieasya mentioned. I can't believe that this actually works for me. I'm on patch 6 , hotfix #19 using the 'old' version of this mod and it works. My Minor elementals are stealthing and the game did not crash at 100% loading. However the version after the old one did crash me at 100% loading.
This is probably my favorite mod for BG3 as a ranger its fantastic, Thank you for your hard work.
Question is it possible to make one for group all as well ? as in when you press it would toggle group and ungroup, pets and summons included ? because the in game one doesn't and sometimes your snake follows you and traps all explode :D.
does this mod work for you? without problem, so no crash when hiding OR unhiding when summons for your and your party are out? was this mod already updated for patch 6, is my read question. - tested it with some test and seems to at least not crash.
Patch 6 added this "Group Hide now works on all party members controlled by the player, including followers and summons." will it conflict with your mod?
Unfortunately yes, it does conflict with this mod. If you try to use hide on a character that has a summon, a fatal error will be thrown causing the game to crash. For now just set the mod to inactive, but I'll look to update soon so the additional features of this mod that weren't made base game will still work. Ironically Larian seems to have also introduced a new bug by making this base game, which makes you unable to group unhide if you have a summon like the Spiritual Weapon that doesn't have the hide action (i.e. you can group hide, but then have to individually unhide each party member).
I would KISS you, but I'll just endorse your mod and give you a Kudos instead. Even if this doesn't work (haven't tried yet), I've been waiting for this to be made for so, so long. Thank you.
IT WORKS. Thank you, thank you so much!
Now, if only the Perform action made everyone in the area with performance proficiency AND instruments join in on the same song.
I saw!!!! I am downloading and deploying that one right now actually. Thank you so much!
Unfortunately, I think I have to wait a month before I can vote it as mod of the month as well. These two mods ALONE streamlined some major (albeit actually minor) pain points I had with the game. Thank you, 10x over.
32 comments
Last Tested: May 2, 2024
Patch 6 added summons to the group hide toggle, but there are still some small QOL changes this mod contributes. See mod description for details
can anyone confirm this is working?
I don't mind manually making summons sneak, but my main problem is the summons that have no ability to sneak currently. If that isn't a function of the mod currently, would you consider adding it? I have zero idea how difficult it would be to add a sneak ability to those summons.
Question is it possible to make one for group all as well ? as in when you press it would toggle group and ungroup, pets and summons included ?
because the in game one doesn't and sometimes your snake follows you and traps all explode :D.
was this mod already updated for patch 6, is my read question.
- tested it with some test and seems to at least not crash.
will it conflict with your mod?
Unfortunately yes, it does conflict with this mod. If you try to use hide on a character that has a summon, a fatal error will be thrown causing the game to crash. For now just set the mod to inactive, but I'll look to update soon so the additional features of this mod that weren't made base game will still work.Ironically Larian seems to have also introduced a new bug by making this base game, which makes you unable to group unhide if you have a summon like the Spiritual Weapon that doesn't have the hide action (i.e. you can group hide, but then have to individually unhide each party member).IT WORKS. Thank you, thank you so much!
Now, if only the Perform action made everyone in the area with performance proficiency AND instruments join in on the same song.
Unfortunately, I think I have to wait a month before I can vote it as mod of the month as well. These two mods ALONE streamlined some major (albeit actually minor) pain points I had with the game. Thank you, 10x over.
The qol mod i kinda expected earlier.
Big thanks for it, makes ma life alot easier.