It's patch day! Please be patient as modders test and update their mods. You can see my progress wrt my own mods here.
This mod has been updated for Patch 8!
The loose file versions of the mods still work, but the .pak files are no longer properly overriding their anubis scripts. They won't hurt your game, but they won't affect anything in it, either. Please use the loose file versions for now while I work on updates for the .paks!
Turns out this was a really simple fix (just needed to update the file path for the anubis script overrides in the .pak) Both the .pak file and loose file versions of the mod are now working in Patch 8!
Hey there! I'm a total noob when it comes to anubis scripting so just wondering if there was a reason for removing some of the functions and conditions from the base game scripts? For example:
-- State logic local selectedBehaviour = nil
self.OnEnter = function() selectedBehaviour = nil end became
-- State logic local selectedBehaviour = nil local ignoreReselectionUponInterrupt = false
self.OnEnter = function() selectedBehaviour = nil ignoreReselectionUponInterrupt = false end Which is then referenced in the nodes.CAMP_(companion name here) call: nodes.CAMP_Wyll = Selector { function(nodes) -- Check if the behaviour was interrupted and enter it again if still valid if ignoreReselectionUponInterrupt == true and selectedBehaviour ~= nil and nodes.TryGetChild(selectedBehaviour).IsSelectable() then ignoreReselectionUponInterrupt = false return nodes.TryGetChild(selectedBehaviour) end
-- Always clear this, in case it was interrupted but was not able to select a node ignoreReselectionUponInterrupt = false
-- Select new behaviour local selectedNode = FindDifferentRandomSelectable(nodes) selectedBehaviour = selectedNode.Name return nodes.TryGetChild(selectedBehaviour) end } Just trying to get into the head of the modder to better understand what's going on because I would love to take these principles you've done and apply them to other camp dwellers for some nice liveliness!
Oh I actually believe the reason why is because these functions were added with Patch 7, that weren't in the original Anubis scripts for the characters in Patch 6 when I made the mod!! The mod seemed to work perfectly fine without them, so I decided to leave everything as-is, but I didn't intentionally remove them. I think either removing them or leaving them in would probably be fine; but might be best to include them for your own mods—honestly leaving them out for me was more just, out of an interest for not having to redo work when the mod was still working more than anything else 😅!!
I thought that to be an option too but don't have any pre-patch7 files to compare against so that is good to know! I do appreciate your don't fix what isn't broken methodology :)
Now to test out giving every companion the Mama K Skit-Skat-Skittle-Doo idle dance. Thanks for the reply!
Oh no worries!! I mean literally near the top. But that actually means that it'll load first!
Mods for the game work on an override system, where mods that load later will override the mods that came before it, if they altered the same assets or files. UTAV needs to go near the bottom, so nothing else will override it iirc! But this also means it'll load last. I totally understand being confused, but the load order is actually the exact order mods will be loaded into the game; it's just that mods that load later take priority!! (I hope that explanation makes sense 😅?? I'm sorry if that wasn't helpful but hopefully that answered your initial question at least!!)
Unfortunately I'm not very familiar with vortex, and I've heard a lot of people have had trouble with it and BG3, so I'd be worried about making it available for that reason 😭 I can look more into it, though!
Oh I didn't see this until now, but yes, of course!!! That dance animation is a big part of why I made the mod, actually (and also Wyll just needs more love in general, I think..) I love him dearly and it makes me So happy seeing him dancing in camp, and I'm glad it's the same for you too ;u; 🎶 !!!!!
thanks!Wyll in my camp is a totall alcoholic and Astarion is a bookworm... love to see more of them also i see the folder name we only get more animations in act 1 camp?
Oh these show up through the whole game! The files for camp animations throughout the game are in a folder for Act 1 and I'm not 100% sure why, but they do apply to each area of the game, thankfully! And in fact the file for Wyll in the vanilla game now has an idle where he's reading a book too that's, exclusive to Act 3 for some reason 😭 no idea why, he's got a stack of books next to his tent... I made it so that animation is also available through the whole game, though! Because really there's no reason why he shouldn't have it, he comes across as way more of a bookworm than Astarion...
48 comments
This mod has been updated for Patch 8!
The loose file versions of the mods still work, but the .pak files are no longer properly overriding their anubis scripts. They won't hurt your game, but they won't affect anything in it, either. Please use the loose file versions for now while I work on updates for the .paks!
Turns out this was a really simple fix (just needed to update the file path for the anubis script overrides in the .pak) Both the .pak file and loose file versions of the mod are now working in Patch 8!-- State logic
local selectedBehaviour = nil
self.OnEnter = function()
selectedBehaviour = nil
end
became
-- State logic
local selectedBehaviour = nil
local ignoreReselectionUponInterrupt = false
self.OnEnter = function()
selectedBehaviour = nil
ignoreReselectionUponInterrupt = false
end
Which is then referenced in the nodes.CAMP_(companion name here) call:
nodes.CAMP_Wyll = Selector {
function(nodes)
-- Check if the behaviour was interrupted and enter it again if still valid
if ignoreReselectionUponInterrupt == true and selectedBehaviour ~= nil and nodes.TryGetChild(selectedBehaviour).IsSelectable() then
ignoreReselectionUponInterrupt = false
return nodes.TryGetChild(selectedBehaviour)
end
-- Always clear this, in case it was interrupted but was not able to select a node
ignoreReselectionUponInterrupt = false
-- Select new behaviour
local selectedNode = FindDifferentRandomSelectable(nodes)
selectedBehaviour = selectedNode.Name
return nodes.TryGetChild(selectedBehaviour)
end
}
Just trying to get into the head of the modder to better understand what's going on because I would love to take these principles you've done and apply them to other camp dwellers for some nice liveliness!
Now to test out giving every companion the Mama K Skit-Skat-Skittle-Doo idle dance. Thanks for the reply!
i know some mods like unique tav NEED to be placed at the very bottom, but that means it loads first iirc. so i find it confusing sorry 😭
Mods for the game work on an override system, where mods that load later will override the mods that came before it, if they altered the same assets or files. UTAV needs to go near the bottom, so nothing else will override it iirc! But this also means it'll load last. I totally understand being confused, but the load order is actually the exact order mods will be loaded into the game; it's just that mods that load later take priority!! (I hope that explanation makes sense 😅?? I'm sorry if that wasn't helpful but hopefully that answered your initial question at least!!)
+1
This improves camp idles so much for these two, I'd love more idles for everybody!
Regardless, thanks for making my camp that much more enjoyable. 💜
love to see more of them
also i see the folder name we only get more animations in act 1 camp?