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ULTRAnumbz

Uploaded by

ultranumbz

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14 comments

  1. hasench
    hasench
    • member
    • 0 kudos
    This mod did not work for me as well, so I fixed it. For anyone interested: Replace the complete content of GodPoolPikcer.lua with the following code.


    ModUtil.RegisterMod("GodPoolPicker")

    local config = {
        Enabled = true,
        ModName = "God Pool Picker",
        -- Gods
        AphroditeUpgrade = false,
        AresUpgrade = true,
        ArtemisUpgrade = false,
        AthenaUpgrade = false,
        DemeterUpgrade = false,
        DionysusUpgrade = false,
        PoseidonUpgrade = false,
        ZeusUpgrade = false,
    }

    GodPoolPicker = {}
    GodPoolPicker.Config = config
    GodPoolConfigMenu.Register(GodPoolPicker.Config)

    -- Check for the existence of GodPoolConfigMenu.Register
    if GodPoolConfigMenu.Register then
        GodPoolConfigMenu.Register(GodPoolPicker.Config)
    end

    ModUtil.Path.Wrap("GetEligibleLootNames", function(baseFunc, excludeLootNames)
        local baseTable = baseFunc(currentRun, excludeLootNames)
        local returnTable = {}

        -- Iterate over the god upgrades in the configuration
        for godToInclude, godToBeIncluded in pairs(GodPoolPicker.Config) do
            if (godToBeIncluded and godToInclude ~= "ModName" and godToInclude ~= "Enabled") then
                table.insert(returnTable, godToInclude)
            end
        end

        -- Insert default upgrades if none is selected to prevent game crash
        if next(returnTable) == nil then
            for godToInclude, _ in pairs(GodPoolPicker.Config) do
                table.insert(returnTable, godToInclude)
            end
        end

        -- Insert additional upgrades based on baseTable
        local additionalUpgrades = {"HermesUpgrade", "WeaponUpgrade"}
        for _, upgrade in ipairs(additionalUpgrades) do
            if Contains(baseTable, upgrade) then
                table.insert(returnTable, upgrade)
            end
        end

        -- Debug print the resulting loot names
        for _, lootName in ipairs(returnTable) do
            DebugPrint({ Text = lootName })
        end

        return returnTable
    end, GodPoolPicker)
    1. gizomo
      gizomo
      • member
      • 3 kudos
      thank you for saving my save. you're the best!
  2. 420PraiseItFaggot
    420PraiseItFaggot
    • member
    • 0 kudos
    DO NOT DOWNLOAD THIS MOD, it breaks the whole game. Eventually you get stuck only having 1 god in the pool. No way to disable it since the piece of s#*! won't work and uninstalling it will brick your whole save file.
    1. Sammaal
      Sammaal
      • member
      • 0 kudos
      This is what happened to me, unfortunately.  Can't believe my save file is screwed now. 

      I can't figure out how to get rid of this POS
  3. Gabe244
    Gabe244
    • member
    • 0 kudos
    how do I turn this mod on?
  4. TWP0D
    TWP0D
    • member
    • 0 kudos
    Works for a while and then gets stuck at a random 2-3 God Pool and can't be deactivated. Eventually causes the game to stutter and crash when opening or re-rolling boon selection menus
  5. Speedyquader
    Speedyquader
    • member
    • 0 kudos
    This mod seems to have a minor conflict with Mod Config Menu - both your button and their button are in the same spot, do you think you could either move your button or add your mod menu as one of the menus it makes?
    1. temakixai
      temakixai
      • supporter
      • 0 kudos
      I can see a note i nthe modconfig saying a TODO about moving the button later so it doesn't conflict with that mod, but I can't figure out where the values might be indicating the location of the button myself...
    2. temakixai
      temakixai
      • supporter
      • 0 kudos
      Wait scratch that I'm an idiot. I DID find it (Close to the bottom;
        components.ModConfigButton = CreateScreenComponent({
          Name = "ButtonDefault",
          Scale = 0.8,
          Group = "Combat_Menu_TraitTray",
          X = CombatUI.TraitUIStart + 135,
          Y = 185 })
      )
      But upon changing it and reloading the game I actually realised it is not on the bottom any more it's up at the top nestled perfectly above the box, so I changed it back.
  6. MaruneDagon
    MaruneDagon
    • member
    • 0 kudos
    I can't figure out how to disable this mod when I don't want to use it? I've unchecked "enable" but I still end up getting boons from other gods, am i doing something wrong? 
  7. MelodicLullaby
    MelodicLullaby
    • supporter
    • 17 kudos
    Does this include Hermes and Chaos? I don't see them in the initial screenshots.
    1. LFact
      LFact
      • premium
      • 269 kudos
      Hermes and Chaos use their own boon pools.  I think this mod is for picking boon pools from 'usual' Olympian god pools.
  8. chrisnfs
    chrisnfs
    • member
    • 0 kudos
    are you suppose to not pick a god's keepshake? cause when i pick artemis' keepshake and check the artemis upgrade option, it works wonder. then when i change my keepshake to aprodite, uncheck the artemis option, and check the aprodite option, the boons that appeared are artemis' boon still. i don't know if this is a bug or what. can you confirm please. 
    1. ultranumbz
      ultranumbz
      • member
      • 0 kudos
      Keepsakes shouldn't really affect anything. I've tried reproducing the scenario you explained but was not able to. Keep in mind that the boon symbols on the doors are not affected by this mod. It only affects the boon choices that you see when picking a boon. If you have any more info on this, it would be greatly appreciated :)