Pathfinder: Kingmaker
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PathfinderModmaker

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About this mod

A test initiative for a community patch.

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The scope of this mod does not cover adding any new game feature or making any complex change in game mechanics, but fixing glaringly obvious programming errors or oversights.

If you want to contribute, ask Nexus and GiHub login details on Discord ethereal channel.


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Current contributors Discord name:

- Boba


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Current fixes:

- Quarter Sized Fullength Custom Portraits on Kingdom Management Screen Fix
- Missing Custom Portrait when Dialog Listener is Default Companion Fix
- Not Updating Dialog Listener Name at OnSpeakerNameChange Fix


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Planned fixes for contributors to be picked up:

- Apparenly the game is crashing for some people at startup with the community patch, it goes back to normal with the patch disabled.
Replication steps: It is happening when the game starts. On the loading screen. The game freezes at startup and crashes. If I turn-off the mod it starts normally. I use the following mods: camera rotation,closer to tabletop,eldrich arcana,hair unlocker,all Kaziel's mods (purely cosmetic),turn based combat,vendor progression.
Replication result: I could not replicate it.
Suggestions: Do they use latest UMM? (no answer yet)

- The bracers of archery's bonus to attack rolls does not show on the character sheet (but it still applies normally on rolls).

- The Leg Sweep Monk Style Strike Ability (You attack a target, if the attack hits you get a free trip attempt that does not provoke an attack of opportunity) seems to not work properly, as it triggers an AoO every time it procs, so it seems that it's treated as a regular trip attempt (which do trigger AoOs if you don't have Improved Trip)

- Cape misalignment on some units, where the cape is wrongly turned on the vertical axis, causing one clasp to be is inside the body, the other is way outside
Replication: Suspected, but not tried yet

- Sometimes when there is a swap between Kanerah and Kalikke, one of their hotbars will be wiped clean
Replication: Save game needed, where this can be replicated, and the exacts steps to do it

- Heavy flail bug where it's only the handle you can see
Replication: Save game needed, where this can be replicated, and the exacts steps to do it

- Spell descriptors were often absent in the code.  Magic missile other [Force] spells should have the [Force] descriptor.  Also, this descriptor should be applied in code before setting the DC! (ask Endarire for more details)

- Many spells don’t have the proper spell subschools listed.  (The Lost Grimoire fixes some of these.) Some? (ask Endarire for more details)

- The more I can do with strictly the keyboard, the better I feel.  Baldur’s Gate let me do most interface things with the keyboard, leaving the mouse for targeting. I could click most things as well to give me an option, but I still preferred the keyboard since it felt faster.

- Spontaneous casters like Bards, Inquisitors, and Sorcerers normally can swap some of their spells known at certain levels.  (Eldritch Arcana Updated mostly fixes this.) Mostly? (ask Endarire for more details)

- Summons should be fully controllable by players.  (Bag of Tricks can fix this in different ways.) How? Can this be standardized? (ask Endarire for more details)

- At character creation and level time, various glowing + symbols appear. To someone new to the UI, what do these mean? Some of them are for classes, spells, feats, class features, traits, drawbacks, or otherwise. (ask Endarire for more details)


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Things need more discussion in terms of game balance or whether it requires too complex change:

- skill checks, when/if failed ones can be repeated, is that good or not?

- lock picking when/if failed ones can be repeated, is that good or not? Bag of Tricks mod has fixes, is that good enough or not?

- Undead party members (Jaethal) still require rations and the same amount of sleep/rest as if they were living.

- Combat Maneuvers for the Unfeated. ALL available combat maneuvers should be available to use for all characters without
requiring feats to learn their effective ‘improved’ versions. These should still provoke attacks of opportunity and provide their normal modifier, normally 2 less than improved.  (Closer to Tabletop and Proper Flanking 2 fix this in different ways.)

- Coup de Grace Should Reliably Work! The coup de grace formula is… odd.  The Fortitude DC to resist death should be 10 + damage dealt. (ask Endarire for more details)

- Player characters should be able to grapple.  Monks, Wild Shaped Druids, and certain other characters rely on or benefit greatly from it. (ask Endarire for more details)

- Looting problems. Disintegrating or Polymorphing an enemy means I cannot loot them after combat is over. Disintegrate is egregious because its not even rules-legit: You must make a  successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. All the pit spells also prevent you from looting, the 'loot bag' ends up underneath the ground.
Normally, a baleful polymorphed creature can’t be looted.  (Call of the Wild fixes it, not sure about the pit ones)

- Undead should use their CHA modifier instead of their CON modifier for all abilities’ save DCs.  In Kingmaker, this normally only applies to Kineticists.  (It may also apply to Dragon Disciples/Draconic Sorcerers for their breath weapons.) (ask Endarire for more details)


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Things fixed in other mods, needs to be discussed if any these should be incorporated, maybe optionally:

- Permanent Entangle bug. According to the rules as written (RAW), certain abilities are dismissible, like web.  (Eldritch Arcana Updated and Remove Area Effects fix this.)

- Alphabetization. All spell books on each character (Alchemist, Wizard, Inquisitor, etc.)  Thus, Alchemist is listed before Bard before Inquisitor before Wizard, etc.  Also, all spells in each spellbook are alphabetized within each spell level; thus, a Wizard3 with the level 2 Wizard spells of mirror image, scorching ray, and bull’s strength will have them alphabetized as bull’s strength then mirror image then scorching ray.  (Bag of Tricks can fix this.)

- At camp, party members normally use their healing abilities even if no one is hurt. (Craft Magic Items fixes this.)

- Characters can’t normally drop weapons, and the Disarm ability, the Stun status and other abilities which cause creatures to drop what they’re holding really should cause them to drop their stuff.  (Closer to Tabletop partially fixes this.)

- The default flanking system is… odd.  Merely having multiple creatures adjacent to a foe counts as flanking, and ranged attacks also benefit from flanking. (Fixed in Closer to Tabletop and Proper Flanking 2.)

- Highlight which scrolls a character can learn in an obvious, unobtrusive graphical style. (Fixed in Highlight Learnable Scrolls.)

- Scroll Savants can’t initially craft scrolls. (Fixed in Craft Magic Items.)

- ALL spell scrolls should be obtainable in-game, preferably with at least 6 copies findable or/and buyable throughout the world!  (Fixed in Eldritch Arcana and Call of the Wild.)

Other Fixes in Eldritch Arcana Updated:
- Wings (and fly, air walk) now to grant immunity to ground spells, such as:
  Grease, Obsidian Flow, and Tar Pool. They also grant immunity to Trip (as in PnP).
- Elemental Body polymorph forms now allow spellcasting, as in PnP (when in humanoid form).
- Fiery Body now grants the bonuses that come with flight (via red wings).
- Fixed Spell Specialization
  so you can choose spells that you know, but that weren't from your class spell list (for example, spells granted by Sorcerer Bloodlines and Oracle Mysteries).
- Fixed Eldritch Knight
  prerequisite to require a class that grants proficiency in all martial weapons, as in PnP.
  Does not effect characters that already have a level in Eldritch Knight, and can be disabled in settings.
  (Helps balance Eldritch Knights with all of goodies they get in this mod, and picking a martial class makes it more fun.)

Other Fixes in Call of the Wild mod:
  • Vital Strike now takes standard action and extra damage dice are no longer multiplied on critical hits,
  • Singing Steel works properly,
  • Archaeologist luck works with Lingering Performance and Singing Steel,
  • Lingering Performance no longer allows to overlap different bardic performances,
  • Summoned weapons no longer consume additional standard action on equip,
  • Dazzling display can no longer be used without weapon for which you have weapon focus,
  • Dragonkind I dragons bite and claw weapon are placed in main/off hand slots (so it
    can benefit from haste and feral combat training),
  • Web school is changed to conjuration,
  • radius of teamwork feats that require "adjacent" allies changed to 5 feet (instead of 5 meters) (optional),
  • Invulnerable rager extreme endurance bonus no longer scales exponentially,
  • Unarmed bonuses from Magic fang, Manticore's gloves and amulet of mighty fists should no longer stack,
  • Characters now receive slam natural weapon proficiency,
  • Fixes incorrect calculation of burn cost for kinetic blade and blade whirlwind abilities.
  • necklace of double crosses no longer gives sneak attack bonus on ranged attacks,
  • Fixes issue where certain domains (mostly for druids) did not allow to use
    non-domain spells if they had lower level than that on domain list (respec is required),
  • Polymorph no longer puts a lock on inventory slots (they still stay inaccessible
    though) to avoid preventing temporary weapons and limbs from removal when corresponding buffs expire; as a side effect it is also possible now to loot body under baleful polymorph,
  • Fixed missing druid scaling on 1st level Weather domain ability.


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Bugs currently picked up and investigated by contributor:

Boba:
- When morphed into a dragon, then back into human the cloak doesn't scale back to the original size and create a weird huge clipped cloak. Save & Load doesn't fix it, you have to either exit the area or equip-unequip to fix it.


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Source:
https://github.com/PathfinderModmaker/CommunityPatch