So, there is a major issue with this mod. I originally specced Wyll as a Pact of the Blade Warlock but later respecced him as another class and made him Strength focused with low Cha. However, any weapon he equips now becomes a bound pact weapon using his charisma, which is now an 8 (-1). This is severely nerfing him as a perty member. How do we remove this after multiclassing into a class without pact weapon? The steps I am currently following are....
1. Equip a non-bound weapon. 2. Walk 5 feet 3. Currently equipped weapon automatically is bound as a pact weapon 4. return to step 1 and repeat
I currently have a bug where my avatar is spam-casting longstrider, I move, she casts and it will not stop. I've tried loading a save and restarting the game. Am unsure how to fix beyond that.
I found a weird interaction with the Boots of Persistence where a character wearing them would keep casting longstrider. Not sure how this would be fixed but wanted to report the bug.
I played Warlock briefly, then specked out of the class, but the mod keeps casting pact weapon even though my character is no longer a warlock, making it hard to hit anything. Saddly I had to uninstall despite loving the mod otherwise. Any chance we can get an option to disable or exclude certain spells?
It's such a cool mode. Can you increase the duration of the Enhance Leap, and Feather Fall? I'm requesting it because it's in conflict with another mode.
Is there any way to add an ability granted by another mod to the list of auto cast spells? I'm using Use Highest Modifier in Dialogue and I'd like each companion to cast it after each long rest.
Greetings, is there a way to configure the true/false of a specific autocast spell in Config.json? I'm having an issue while using AutoCastSpell along with the OneDnD UA7 Pact of the Blade that the original Larian bind pact will auto-cast after the OneDnd bind pact auto-cast. Other than that, the mod is working well so far.
I tried to edit the mod and I even managed to get the character to automatically use the "Mind Detection" magic. Only he did it endlessly. I'm bad at programming, and I just tried to copy the lines and replace one magic with another. But apparently it works somehow differently.
In principle, I like automation mods. I like that the partners in battle are controlled by AI. I like that they use magic on themselves with this mod. I think it would be cool to develop this idea. So that the partners apply various buffs during the walk, which are restored only after a short or long rest. Even better, treatment if one of the partners has few lives after the battle, shields, poisoning treatment (sometimes you don't notice that the partner is poisoned and he can lie down), put out if on fire.
26 comments
1. Equip a non-bound weapon.
2. Walk 5 feet
3. Currently equipped weapon automatically is bound as a pact weapon
4. return to step 1 and repeat
Can you increase the duration of the Enhance Leap, and Feather Fall? I'm requesting it because it's in conflict with another mode.
I'm having an issue while using AutoCastSpell along with the OneDnD UA7 Pact of the Blade that the original Larian bind pact will auto-cast after the OneDnd bind pact auto-cast. Other than that, the mod is working well so far.
I tried to edit the mod and I even managed to get the character to automatically use the "Mind Detection" magic. Only he did it endlessly. I'm bad at programming, and I just tried to copy the lines and replace one magic with another. But apparently it works somehow differently.
In principle, I like automation mods. I like that the partners in battle are controlled by AI. I like that they use magic on themselves with this mod.
I think it would be cool to develop this idea. So that the partners apply various buffs during the walk, which are restored only after a short or long rest.
Even better, treatment if one of the partners has few lives after the battle, shields, poisoning treatment (sometimes you don't notice that the partner is poisoned and he can lie down), put out if on fire.