Its still only for 8 characters. Perfect for me would be 14. 7 companions and the rest of sidekicks. But on the forum there it says there is a problem with pathfinding and 14 doesnt work because characters doesnt move. I dont know if you found the same problem in this mod.
Not sure what I'm doing wrong. I have the conversation fixes and the everyone interjects mods and they seem to work. I just copy this into my root directory and override a couple files, right? I have a gathermyparty.dll in the Bepinex plugins folder, but I can't recruit more than 6 people in game.
Most of the changes in Conversation Fixes/All Companion Comments are not in the .dll part of the mod, so they can seem to work even if the .dll part isn't working. Do you have a LogOutput file in your BepInEx folder? If so, can you copy-paste its contents here? If not, BepInEx probably isn't installed correctly, but what you say is basically correct. Extract BepInEx and the mod directly to the directory containing the game's .exe (e.g. C:\Program Files (x86)\GOG Galaxy\Games\Pillars of Eternity). The folder that contains the .exe should now have a subfolder named BepInEx with a few of its own subfolders including the plugins folder (e.g. C:\Program Files (x86)\GOG Galaxy\Games\Pillars of Eternity\BepInEx\plugins). If that's still not working, can you send screenshots of the contents of the folder containing the .exe and the BepInEx folder and the paths to those folders?
I had no logoutput file so I must have installed Bepinex incorrectly. I have no idea how I could do that. I reinstalled Bepinex (dumped the folder and three files from the zip into my game root directory) and now it works. Maybe it's because I used the EXE directly and not the Launch shortcut?
it doesn't work for some reason. I installed the correct version of the BepInEx and unpacked it into the game folder as mentioned, however, even with the showing a console turned on, nothing appears. all files are located in the described directories and installed according to the instructions, but nothing seems to change. so yeah, I will be eternally grateful for any help :_)
If you enabled the console and it doesn't appear, you probably installed BepInEx incorrectly. If you haven't already, you can look at some previous comments where I've gone into more detail about the exact file paths, but assuming you're using Windows, it really should be as simple as extracting the correct .zip to the folder containing your game's executable. If that all looks correct, without some more information (screenshots of your game and BepInEx folders, what version of the game you're playing, etc.), I don't know what else could be wrong.
Did you manage to make it work? I do not know what i did wrong but it is not working. I followed the instructions that you got and it all seems fine but its not working. I have the EI mod as well as other mods from OP that i believe that work well.
Are you perchance also on Mac? I found that I simply cannot get the Bepinex version for Mac to work, and even the creator of the tool didn't know how to fix it.
Hi. May I ask if anyone knows how to solve the issue of the portraits for party members after the 6th one not showing up? I can add characters to the active roster, and I do see their inventory/character sheets; I just don't see their portraits in the main UI. OH. I also use the level and loot mod. Anyone knows how to get these to work together? Thanks
[Message: BepInEx] BepInEx 5.4.22.0 - PillarsOfEternity (2/12/2024 1:41:31 PM) [Info : BepInEx] Running under Unity v1.3.8.1318 [Info : BepInEx] CLR runtime version: 2.0.50727.1433 [Info : BepInEx] Supports SRE: True [Info : BepInEx] System platform: Windows [Message: BepInEx] Preloader started [Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0] [Info : BepInEx] 1 patcher plugin loaded [Info : BepInEx] Patching [UnityEngine] with [BepInEx.Chainloader] [Message: BepInEx] Preloader finished [Warning: HarmonyX] AccessTools.Property: Could not find property for type UnityEngine.Application and name isBatchMode [Message: BepInEx] Chainloader ready [Message: BepInEx] Chainloader started [Info : BepInEx] 1 plugin to load [Info : BepInEx] Loading [Gather Your Party 1.0.0] [Error : HarmonyX] Failed to patch void UIPartyPortraitBar::Update(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[HarmonyLib.CodeInstruction].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at HarmonyLib.CodeMatcher.get_Opcode () [0x00000] in <filename unknown>:0 at HarmonyLib.CodeMatcher.SetOpcodeAndAdvance (OpCode opcode) [0x00000] in <filename unknown>:0 at GatherYourParty.UIPartyPortraitBar_Patch.UpdateTranspiler (IEnumerable`1 instructions) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at HarmonyLib.Internal.Patching.ILManipulator.ApplyTranspilers (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Func`2 getLocal, System.Func`1 defineLabel) [0x00000] in <filename unknown>:0 at HarmonyLib.Internal.Patching.ILManipulator.WriteTo (Mono.Cecil.Cil.MethodBody body, System.Reflection.MethodBase original) [0x00000] in <filename unknown>:0 at HarmonyLib.Public.Patching.HarmonyManipulator.WriteTranspilers () [0x00000] in <filename unknown>:0 at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x00000] in <filename unknown>:0 [Message: BepInEx] Chainloader startup complete [Info : Console] System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: I:\mono\mono\mini\mono.exe at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0 at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0 at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0
The levels and loot mod is incompatible. I don't plan on making a compatibility patch, but you might (?) be able to edit the levels and loot Assembly-CSharp.dll yourself with the following change to fix the problem you describe. In the UIPartyPortraitBar class Update method:
Change the 6 in the first for loop (for (int j = 0; j < 6; j++)) to a 12 (for (int j = 0; j < 12; j++)).
And there are two smaller issues in the same method related to selecting party members with hotkeys that you could fix with the following changes:
Hey, just wanted to say thank you for an amazing mod (running with a party of 9 already, everything has been working perfectly so far - had a visual inventory bug once, fixed it with a couple of clicks, and there is literally nothing else to report). Frankly, I'm surprised it took so many years for someone to make something so essential, I need all my companions with me!
Checking I have x86 Bep. Check! Extract both Zips to the .exe folder. Check! Deleting Config File. Check! Changing Logging Console to True makes a new window appear - No new window appeared.
Client: GOG Version: 3.07.0.1318 OS: Windows 10 64 DLC: White Marches 1 & 2, Free Deadfire items
Screenshots: https://imgur.com/a/MhlRaTm
Edit: Well, it randomly decided it wanted to work this morning. Huh. Computers am I right!
Glad that it's working now. Thanks for the details anyway. It seems like maybe part of the issue before was that you installed the unix version of BepInEx instead of x86? The doorstop_libs folder isn't part of the x86 version.
Looks that way! It's definitely a me-side error, thanks for the response either way, and thanks again for adding much love to Tyranny & Pathfinder's roster selection!
Out of pure curiosity, is there anyway for me to remove the 8 Adventurer Limit?
It's definitely possible. I haven't tried it myself, but there seem to be a few ways you could do it, like remove the SpaceToHire() if statement from UIStoreRecruitRow.OnChildClick().
Hi. I do not know what i did wrong but it is not working.
I followed your isntructions in another comment and it all seems fine but its nor working. I have the EI mod as well as other mods from you that i believe that work well.
This instructions "It's as simple as the description says. Extract both .zips to the same folder, the folder containing your game's .exe file. If you "threw the files of this mod into the BepInEx folder", you didn't do that. The folder containing my game's PillarsOfEternity.exe is C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity. If I extract both .zips to that folder, I end up with a folder C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\BepInEx\core and a file C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\BepInEx\plugins\GatherYourParty.dll (among other files and folders added by those .zips, but if those two are in the correct place, the others should be as well)."
If you installed BepInEx correctly, after launching the game, your BepInEx folder should contain a file named LogOutput. Can you copy-paste the contents of that if it exists? If not, you probably didn't install BepInEx correctly, in which case, can you share screenshots and file paths of the folder containing your game's .exe and the BepInEx folder?
57 comments
Thanks
Current GOG version.
I had no logoutput file so I must have installed Bepinex incorrectly. I have no idea how I could do that. I reinstalled Bepinex (dumped the folder and three files from the zip into my game root directory) and now it works. Maybe it's because I used the EXE directly and not the Launch shortcut?
I can add characters to the active roster, and I do see their inventory/character sheets; I just don't see their portraits in the main UI.
OH. I also use the level and loot mod. Anyone knows how to get these to work together? Thanks
[Info : BepInEx] Running under Unity v1.3.8.1318
[Info : BepInEx] CLR runtime version: 2.0.50727.1433
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Warning: HarmonyX] AccessTools.Property: Could not find property for type UnityEngine.Application and name isBatchMode
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 1 plugin to load
[Info : BepInEx] Loading [Gather Your Party 1.0.0]
[Error : HarmonyX] Failed to patch void UIPartyPortraitBar::Update(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[HarmonyLib.CodeInstruction].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at HarmonyLib.CodeMatcher.get_Opcode () [0x00000] in <filename unknown>:0
at HarmonyLib.CodeMatcher.SetOpcodeAndAdvance (OpCode opcode) [0x00000] in <filename unknown>:0
at GatherYourParty.UIPartyPortraitBar_Patch.UpdateTranspiler (IEnumerable`1 instructions) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at HarmonyLib.Internal.Patching.ILManipulator.ApplyTranspilers (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Func`2 getLocal, System.Func`1 defineLabel) [0x00000] in <filename unknown>:0
at HarmonyLib.Internal.Patching.ILManipulator.WriteTo (Mono.Cecil.Cil.MethodBody body, System.Reflection.MethodBase original) [0x00000] in <filename unknown>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteTranspilers () [0x00000] in <filename unknown>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x00000] in <filename unknown>:0
[Message: BepInEx] Chainloader startup complete
[Info : Console] System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: I:\mono\mono\mini\mono.exe
at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0
- Change the 6 in the first for loop (for (int j = 0; j < 6; j++)) to a 12 (for (int j = 0; j < 12; j++)).
And there are two smaller issues in the same method related to selecting party members with hotkeys that you could fix with the following changes:
- Change num > 10 to num >= 10.
- Change num4 = 10 to num4 = 9.
I think everything else should work fine.I cannot seem to get it to work.
I followed the suggestions in the comments -
Checking I have x86 Bep. Check!
Extract both Zips to the .exe folder. Check!
Deleting Config File. Check!
Changing Logging Console to True makes a new window appear - No new window appeared.
Client: GOG
Version: 3.07.0.1318
OS: Windows 10 64
DLC: White Marches 1 & 2, Free Deadfire items
Screenshots:
https://imgur.com/a/MhlRaTm
Edit:
Well, it randomly decided it wanted to work this morning. Huh. Computers am I right!
Out of pure curiosity, is there anyway for me to remove the 8 Adventurer Limit?
I followed your isntructions in another comment and it all seems fine but its nor working. I have the EI mod as well as other mods from you that i believe that work well.
This instructions "It's as simple as the description says. Extract both .zips to the same folder, the folder containing your game's .exe file. If you "threw the files of this mod into the BepInEx folder", you didn't do that. The folder containing my game's PillarsOfEternity.exe is C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity. If I extract both .zips to that folder, I end up with a folder C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\BepInEx\core and a file C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\BepInEx\plugins\GatherYourParty.dll (among other files and folders added by those .zips, but if those two are in the correct place, the others should be as well)."
What could it be?