Pillars of Eternity
0 of 0

File information

Last updated

Original upload

Created by

veyn

Uploaded by

veyn

Virus scan

Safe to use

Tags for this mod

33 comments

  1. gktr
    gktr
    • member
    • 1 kudos
    Great mod, is there a similar one for PoE 2 ?
  2. PerpetuallyAmiss
    PerpetuallyAmiss
    • member
    • 1 kudos
    Can any one confirm if this still works?
    1. spitbucket
      spitbucket
      • member
      • 0 kudos
      It works fine with the latest version of POE1. 
  3. spitbucket
    spitbucket
    • member
    • 0 kudos
    Loved this mod for POE1; would love to have it for POE2--any chance?
  4. notwenjc
    notwenjc
    • supporter
    • 1 kudos
    Has anyone out there been able to edit this mod so that it will switch to melee weapons ?
    Ive had a go myself but my its beyond my know how.
  5. Qazerowl
    Qazerowl
    • premium
    • 7 kudos
    I like to equip my front liners with a heavy gun so that they can fire when combat starts, but I want them to switch to a melee weapon after. Are you considering adding a way to help with that playstyle?
    1. veyn
      veyn
      • member
      • 21 kudos
      That question should be mostly addressed by my comment in the parallel thread. TLDR: it's an interesting idea I didn't really consider, since I was afraid that implicit switching between melee/ranged roles would do more harm than good. But now I'm not sure anymore :)

      The 'typical' case to consider: imagine you have a 'multi-role' character that has melee weapons in set 1 (for melee role) and firearm in set 2 (for ranged role); would you be happy if character always switched to melee automatically after firing a shot? and always switched from melee to firearm at combat end? and 'workaround' if you didn't want that would be to move firearm to set 1 and melee to set 2?

      It's a very trivial change to make (just remove 'ranged-only' check), if you want to experiment yourself.
    2. TheMetaphysician
      TheMetaphysician
      • member
      • 0 kudos
      I would really like to make this change. I'm willing to do it myself, but really have no idea how to do it. I have the dll file I downloaded. Would you be willing to walk me through how to make this change?
    3. TheMetaphysician
      TheMetaphysician
      • member
      • 0 kudos
      Well, I've really tried to make this change myself -- spent a number of hours downloading various programs, watching youtube video directions, etc. -- and it seems to be beyond my technical abilities.

      If you are still active, would you be willing to upload a version of this mod with the change (where it will switch to melee weapons in the primary slot)? That's actually a big part of a number of builds that I use. I'd really appreciate it.

      If not, thanks anyway for making a really cool mod! Even as it stands it will make my next playthrough much more enjoyable.
    4. xDmF
      xDmF
      • member
      • 0 kudos
      I support this idea if you're still active. Adding the option to switch to melee weapons, and a port to Deadfire if possible.
    5. notwenjc
      notwenjc
      • supporter
      • 1 kudos
      If you could make a version adding the option to switch to melee weapons. That would be cool.

      Ps
      what is unback ?
    6. Radogosh
      Radogosh
      • member
      • 0 kudos
      Can we whait a version adding the option to switch to melee weapons?
  6. BlackJaeger
    BlackJaeger
    • premium
    • 0 kudos
    Any chance making one for Deadfire ?
  7. wolfff7
    wolfff7
    • member
    • 0 kudos
    pretty awesome mod for me considering i like using a party of rangers for fun. Is there any way to make it so it will switch between bows also?
  8. Azarag
    Azarag
    • member
    • 0 kudos
    This is a really nice mod ! I've used it a lot lately, and it works like a charm.

    But as I tried guns balancing mods which enable gun dual wielding, the automatic switch happens before firing the off-hand gun.
    Would it be possible to make a version of the mod which support dual wielding ?

    I'm willing to try to do it on my own, but i'm not familiar with c#. Could you give me some direction, if you have the time ?

  9. Prophesor
    Prophesor
    • member
    • 1 kudos
    I just cannot get this to work properly.

    I'm running this along with your Improved Respec,
    Both mods are checked in the loader.
    The respec works fine.
    I tried switching the load order.

    I Loaded up Kana with [1]Arbalest > [2] Arquebus > [3] Arquebus

    Whatever weapon he starts combat with, he uses.
    When combat ends, SOMETIMES he switches to slot 3. But not always.
    It doesn't seem to matter whether I have him selected or not.

    Any ideas?
    1. ninotoreS
      ninotoreS
      • member
      • 7 kudos
      In my game, for everything to function without a hitch, I have to make sure that I...

      - Have all the guns/crossbows in consecutive order... i.e. if I have a melee weapon in weapon set 2 in between the guns/crossbows in sets 1 and 3, then the character will *not* switch back to the correct starting weapon upon the end of combat (which would need to be set 3, in this case... more on that below). The auto switch from set 3 to set 1 will occur during combat, but upon the end of combat set 1 remains selected.

      - I must start combat with the LAST gun/crossbow equipped in the sets... i.e. if there are three weapon sets and three guns in each, then I must start combat with weapon set *3* selected. He/she fires set 3, then switches to set 2, then switches to set 1, and continues using that gun until combat ends, at which point he/she switches back to set 3 (and a reload animation plays).

      In other words, DO NOT START COMBAT WITH WEAPON SET 1 SELECTED. The auto-switching script will not trigger. The switching only works in descending set order, e.g. 3 to 2 to 1 or 2 to 1 or 3 to 2, etc.

      I'm guessing that second item is your trouble. It was mine too until I figured it out. So with Kana there in your setup, you want to start combat with set 3, and only set 3. If you start with set 2, he will only switch to set 1 and never fire set 3. If you start with set 1, he will never switch.

      The character doesn't need to be selected for the script to trigger; I have multiple party members doing it every fight. However, I think combat AI itself (i.e. the little head icon in the UI) must be enabled.

      If you're fulfilling all these conditions and the script still isn't working, then you may need to have the "Automatic Gun Switching" mod selected *last* in the load order with the Patchwork Launcher. That's where mine is. Also make sure you have the Patchwork Launcher installed correctly; as I recall, that was a little bit tricky for me.
    2. Prophesor
      Prophesor
      • member
      • 1 kudos
      I went back and did some tests. (Remember that the other mods using the patchwork framework function properly. So it is installed correctly.)

      Gunslinger is the bottom mod. All are enabled.

      Test 1: Fail
      Kana with [1]Arbalest > [2] Arquebus > [3] Arquebus. Weapon set [3] active.
      Combat starts. Arquebus fires. Gunslinger equips set [1].
      Arbalest fires....
      Combat ends. Gunslinger equips set[3].

      Test 2: Pass
      Kana with [1]Warbow > [2] Arbalest > [3] Arquebus. Weapon set [3] active.
      Combat starts. Arquebus fires. Gunslinger equips set [2].
      Arbalest fires. Gunslinger equips set [1].
      Warbow Fires...
      Combat ends. Gunslinger equips set[3].

      Test 3: Fail
      Kana with [1]Arquebus > [2] Arbalest > [3] Arquebus. Weapon set [3] active.
      Combat starts. Arquebus fires. Gunslinger equips set [2].
      Arbalest fires....
      Combat ends. Gunslinger equips set[3].

      Test 4: Pass
      Kana with [1]Estoc > [2] Arbalest > [3] Arquebus. Weapon set [3] active.
      Combat starts. Arquebus fires. Gunslinger equips set [2].
      Arbalest fires....
      Combat ends. Gunslinger equips set[3].

      Test 5: Fail
      Kana with [1]Arquebus > [2] Arquebus > [3] Arquebus. Weapon set [3] active.
      Combat starts. Arquebus fires. Gunslinger does nothing.
      Reloading...
      Combat ends.

      Test 6: Fail
      Kana with [1]Estoc > [2] Arquebus > [3] Arquebus. Weapon set [3] active.
      Combat starts. Arquebus fires. Gunslinger does nothing.
      Reloading...
      Combat ends.

      Test 7: Fail
      Kana with [1]Estoc > [2] Arquebus > [3] Arbalest . Weapon set [3] active.
      Aloth with [1]Rod > [2] Arquebus. Weapon set [2] active.
      Combat starts. Aloth [2] Arquebus fires. Gunslinger switches to set Aloth [1].
      Kana [3] Arbalest fires. Gunslinger does nothing.
      Reloading...
      Combat ends. Gunslinger equips Aloth set[2].

      So. It looks like Gunslinger has a problem switching between multiple copies of the SAME weapon.
      What REALLY surprised me was Test 7. It appears that Kana doesn't switch weapons because it knows that Aloth's weapon is reloading, and it thinks they are the same?
    3. veyn
      veyn
      • member
      • 21 kudos
      Sorry for late reply. Just tested this and all of your tests worked correctly for me. Could you upload your save, so that I can try reproducing the issue with it?

      One way I could "kinda" see a similar issue is when some of the firearms are not reloaded at the combat start (the mod skips over non-reloaded firearms, which is consistent with some of the results you're seeing). However, it should be quite hard to get into such situation - game code (both original and with mod) has special logic to force-reload all firearms in non-current weapon sets on combat end. The way I got it was when I force-attacked my own party member - in such case there's no combat active, and so there is no "combat end" to force the reload. Maybe you've found some other way to get into such situation?
    4. Prophesor
      Prophesor
      • member
      • 1 kudos
      I figured out the problem. And boy is it a strange one.

      Problem 1: Every item is somehow individually identified by the game engine. Not just "This is an Arquebus" but "This is Arquebus 3a672b".
      Problem 2: Sometimes the game looses track of an item. Sometimes this results in the SAME item being in more than one place at a time.
      Problem 3: Sometimes the engine decides that ALL items of a specific type ARE the same item.

      At some point the engine decided that every item I had more than 1 of, was just the same item in multiple places.

      This doesn't cause an issue for things like armor. But ANYTHING with a cooldown, a reload, or "uses" will run into an issue. Because the engine thinks that they are the same item.

      If you look at my tests, and you imagine all the Arquebus being the same item, thus sharing the same attack cooldown and "reloaded" state. It all makes sense.

      I used the console to recreate unique versions of all the weapons. And it all works as expected now.

      Strange. But at least it makes SOME sense.
    5. veyn
      veyn
      • member
      • 21 kudos
      Yeah, that's weird. Ok, great that you've figured it out.
  10. ninotoreS
    ninotoreS
    • member
    • 7 kudos
    This is some handy work. Really underrated little mod. You deserve so many more endorsements.

    I'd like to make a small request, *if* it's easy for you to do:

    Could you add a version of the mod that delays the weapon-switch slightly?

    I know the way you have it now simulates 'perfect play'. I get that, I appreciate that. I worry it's maybe a little cheap to automate perfect micro. Doing a version that adds a small delay to the weapon switch (just long enough to complete the shooting animation) would erase the little bit of guilt I feel for using this great quality of life mod.
    1. veyn
      veyn
      • member
      • 21 kudos
      Sure, should be possible, would need to find a different place to hook. I'll take a look once I have a bit of free time - but that might take a while, sorry, can't give any deadlines :(

      You could try hacking up something yourself meanwhile - the source is on github, you'll need some c# decompiler (Telerik's JustDecompile works fine for me) - see SwitchAfterHit.cs for implementation. If you'll have some questions about this, I'll be happy to answer.

      I'm wondering what would be the best way to distribute these two different versions. Some sort of runtime configuration switch would be ideal (like what IEMod does), but it's quite complicated to add new UI.
    2. ninotoreS
      ninotoreS
      • member
      • 7 kudos
      No rush :)

      I might try to figure it out on my own, as you suggest. If I manage it, I'll comment again to let you know. Thanks again for this script!