Was impatient so I went and added them myself, if anyone using this mod and the creator didn't fix this yet, go into the character entities in the script, put a coma at the end of the Custom Merc line and then copy these lines in (Ekun's dog included): ["Kanerah", "f1c0b181a534f4940ae17f243a5968ec"], ["Kalikke", "c807d18a89f96c74f8bb48b31b616323"], ["AnimalCompanionUnitWolfEkun", "d5bc1d94cd3e5be4bbc03f3366f67afc"]
Good catch. I am still in Act 4 or 5? (waiting for the 5th Hilltop event), so i didn't have those characters in the game yet (as companions) and missed it.
This is old, and sorry I wasn't using this last year. That said, visit the Pathfinder Kingmaker wiki. Once there, do a search for your Animal Companion. I looked up "Smilodon (Companion)" without the quotes, which took me to the following:
There will be a box on the page with a pic and the creature's stats. At the bottom of that, you should see the ID information for the creature, which for the Smilodon it is:
Hey I likes your py script, it works pretty well . but I'm not sure if I am asking too much that Is it possible to add Cotw buff list into your code? I found these mod spell or buffs were not modified but original does. If that is not possible , could you please enlighten me where I can find those buff blueprint ID. I can get some GUID from bags of trick?but it seems not blueprint. Thanks
You do not need to specify any buff IDs in the script to INCLUDE them in the process. The script only requires specific buff IDs that are to be skipped, EXCLUDED, from the process.
So it should work for any buffs that have an expiration time and that have a data structure present in the save file in a form the script expects. If it doesn't work, it may be because those Cotw buffs have a different JSON structure and the script doesn't recognize them. You can try to alter the condition on line 280 from the original: if ("$type" in fact) and ("m_EndTime" in fact) and (fact["m_EndTime"] != None) and ("Active" in fact) and (fact["$type"].find("Kingmaker.UnitLogic.Buffs.Buff") > -1): to a bit less restrictive condition like this: if ("$type" in fact) and ("m_EndTime" in fact) and (fact["m_EndTime"] != None) and ("Active" in fact): or the least restrictive condition like this: if ("m_EndTime" in fact) and (fact["m_EndTime"] != None):
...if that still doesn't help, then the JSON structure of the buff is wastly different (which i doubt) and the script would need to be edited to support it, or (and this is way more likely) the buff is not even present as a JSON structure we could edit, but as an ID reference to predefined/hardcoded buff contained somewhere in the game/mod data (in which case it cannot be edited using any save editor, because the save data do not contain any buff parameters we could edit - you would need to edit the buff parameters directly in the game/mod data).
I couldn't get this to work for Linzi. I even tried using the Data mod (as recommended in the Bugs section of this page) and it didn't help, the id was correct but it just never updated her buffs.
Otherwise, a great mod.
If anyone can't seem to get it to work for any one particular character the Bag of Tricks mod has an option to extend the buffs by a certain multiplier. It isn't as good as this mod, but its the only comparable backup I could find.
This mod also doesn't do a thing to Varnhold's Lot btw, I tried to add the IDs myself but so far it only worked for Varn and Cephal, not the mercs nor my own character.
9 comments
["Kanerah", "f1c0b181a534f4940ae17f243a5968ec"],
["Kalikke", "c807d18a89f96c74f8bb48b31b616323"],
["AnimalCompanionUnitWolfEkun", "d5bc1d94cd3e5be4bbc03f3366f67afc"]
https://pathfinderkingmaker.fandom.com/wiki/Smilodon_(Companion)
There will be a box on the page with a pic and the creature's stats. At the bottom of that, you should see the ID information for the creature, which for the Smilodon it is:
AnimalCompanionUnitSmilodon
(8a6986e17799d7d4b90f0c158b31c5b9)
Open the script with notepad, find the section labeled "Entities", and add a similar line to the bottom like I have here:
["AnimalCompanionUnitSmilodon", "8a6986e17799d7d4b90f0c158b31c5b9"]
On the line above, be sure to add a comma to the end of it. Using the stuff from the stickied portion above, it should all look something like this:
entities = [
["Main Character", "4391e8b9afbb0cf43aeba700c089f56d"],
["Amiri", "b3f29faef0a82b941af04f08ceb47fa2"],
["Ekun", "d5bc1d94cd3e5be4bbc03f3366f67afc"],
["Harrim", "aab03d0ab5262da498b32daa6a99b507"],
["Jaethal", "32d2801eddf236b499d42e4a7d34de23"],
["Jubilost", "3f5777b51d301524c9b912812955ee1e"],
["Linzi", "77c11edb92ce0fd408ad96b40fd27121"],
["NokNok", "f9417988783876044b76f918f8636455"],
["Octavia", "f9161aa0b3f519c47acbce01f53ee217"],
["Regongar", "b090918d7e9010a45b96465de7a104c3"],
["Tartuccio", "5455cd3cd375d7a459ca47ea9ff2de78"],
["Tristian", "f6c23e93512e1b54dba11560446a9e02"],
["Valerie", "54be53f0b35bf3c4592a97ae335fe765"],
["Custom Merc", "baaff53a675a84f4983f1e2113b24552"],
["Kanerah", "f1c0b181a534f4940ae17f243a5968ec"],
["Kalikke", "c807d18a89f96c74f8bb48b31b616323"],
["AnimalCompanionUnitWolfEkun", "d5bc1d94cd3e5be4bbc03f3366f67afc"],
["AnimalCompanionUnitSmilodon", "8a6986e17799d7d4b90f0c158b31c5b9"]
]
Also, how to use the Python script: https://www.youtube.com/watch?v=s8bp1OavluQ
Hope that helps someone!
Is it possible to add Cotw buff list into your code? I found these mod spell or buffs were not modified but original does.
If that is not possible , could you please enlighten me where I can find those buff blueprint ID.
I can get some GUID from bags of trick?but it seems not blueprint.
Thanks
The script only requires specific buff IDs that are to be skipped, EXCLUDED, from the process.
So it should work for any buffs that have an expiration time and that have a data structure present in the save file in a form the script expects.
If it doesn't work, it may be because those Cotw buffs have a different JSON structure and the script doesn't recognize them.
You can try to alter the condition on line 280 from the original:
if ("$type" in fact) and ("m_EndTime" in fact) and (fact["m_EndTime"] != None) and ("Active" in fact) and (fact["$type"].find("Kingmaker.UnitLogic.Buffs.Buff") > -1):
to a bit less restrictive condition like this:
if ("$type" in fact) and ("m_EndTime" in fact) and (fact["m_EndTime"] != None) and ("Active" in fact):
or the least restrictive condition like this:
if ("m_EndTime" in fact) and (fact["m_EndTime"] != None):
...if that still doesn't help, then the JSON structure of the buff is wastly different (which i doubt) and the script would need to be edited to support it, or (and this is way more likely) the buff is not even present as a JSON structure we could edit, but as an ID reference to predefined/hardcoded buff contained somewhere in the game/mod data (in which case it cannot be edited using any save editor, because the save data do not contain any buff parameters we could edit - you would need to edit the buff parameters directly in the game/mod data).
Otherwise, a great mod.
If anyone can't seem to get it to work for any one particular character the Bag of Tricks mod has an option to extend the buffs by a certain multiplier. It isn't as good as this mod, but its the only comparable backup I could find.
Cheers.