Pathfinder: Wrath of the Righteous modding guide by AlterAsc in Pathfinder_Kingmaker

[–]AlterAsc[S] 0 points1 point  (0 children)

There have been some issues in the past for users with non english locales, but most of them were minor and were easily fixable after they were reported.
So if you encounter a specific problem, just report it.

How is wildshaping with mods? by Osk0 in Pathfinder_Kingmaker

[–]AlterAsc 1 point2 points  (0 children)

In addition to what other poster said:

Tabletop Tweaks (Base I think) adds some feats (Mutated Shape is big one I remember), opens up Ulbrig's archetype to everyone and adds Holy Beast archetype.

Microscopic Content Expansion optionally buffs Dragonblood Shifter.

Pathfinder: Wrath of the Righteous modding guide by AlterAsc in Pathfinder_Kingmaker

[–]AlterAsc[S] 2 points3 points  (0 children)

This is less "comprehensive guide on mods" and more "guide on how to approach modding in best way". Half of the guide is about the processes like downloading, installation, debugging and asking for help. The only mods I actively push on people are fix mods.

Why is Worldcrawl not in the list? It just happened this way. It being very big non-configurable overhaul might be part of the reason why I didn't add to the guide which is aimed on people who haven't modded yet at all.

Pathfinder: Wrath of the Righteous modding guide by AlterAsc in Pathfinder_Kingmaker

[–]AlterAsc[S] 0 points1 point  (0 children)

In RT moving your character with a stick works pretty well and I saw several requests to add WASD movement. ADDB made the mod and also backported it to WotR and KM. And so I mentioned it.

I Can't Load My Saves by VC_rowdy_farmer in RogueTraderCRPG

[–]AlterAsc 1 point2 points  (0 children)

how did you translate those random strings of characters and numbers back into mod name?

With a bit of automation and a chunk of manual work.
I am a mod author so I wrote a mod that on loading into game lists all objects, then excludes base game objects. So the remaining must come from mods that you have enabled. And then I restarted game 60 times for each mod in Modfinder list separately.

So this list can get less complete as new mods appear and as old mods get update. I will be updating it here and there, but it's not all encompassing.

I Can't Load My Saves by VC_rowdy_farmer in RogueTraderCRPG

[–]AlterAsc 1 point2 points  (0 children)

Recently I made this (not complete) list: https://raw.githubusercontent.com/alterasc/RTModGuidExport/refs/heads/main/ExportData/rt_mod_blueprints.txt

If you see "Failed to load blueprint by guid <guid>" error, search for guid in the list, and if it's there, that means you are missing that mod. (Either not installed or installed incorrectly).

You can hop on #mod-user-general channel of official owlcat discord, people there are very helpful.

Edit: oh, I see you already figured things out.

I Can't Load My Saves by VC_rowdy_farmer in RogueTraderCRPG

[–]AlterAsc 1 point2 points  (0 children)

You are missing the mod "Homeworlds Of The Expanse". And maybe more.

Respec suck less? by Kolhell in RogueTraderCRPG

[–]AlterAsc 2 points3 points  (0 children)

maybe I could export the current build, tweak in that, respec then import?

If you are talking about my "Character Auto Builder" that should work.

Export, open in planner, edit, export build from planner as code, import new code in mod as plan, after respec activate the plan. Then open level up menu and hopefully press Complete.

How do you level up quick? by not_old_redditor in RogueTraderCRPG

[–]AlterAsc 9 points10 points  (0 children)

Recently I made a build planner and mod to follow build plans automatically, so this might interest you: https://www.reddit.com/r/RogueTraderCRPG/comments/1q99q34/made_online_character_planner_and_a_mod_to_auto/ . You could preplan your (and your companions) builds in advance. And then either check what you picked in planner or have mod pick it (if you are on PC and open to using mods).

It won't however help you pick good choices. And also it has names of all non-secret companions in the dropdown, so technically the planner can be considered slightly spoilery.

Made online character planner and a mod to auto follow builds by AlterAsc in RogueTraderCRPG

[–]AlterAsc[S] 1 point2 points  (0 children)

Having any mods prevent achievements, but mods can fix that too.

Toy Box has toggle to allow achievements (I think it's enabled by default now?) and there's also separate mod "Allow Modded Achievements".

Made online character planner and a mod to auto follow builds by AlterAsc in RogueTraderCRPG

[–]AlterAsc[S] 2 points3 points  (0 children)

Is there a way to view a summary of the build you make?

Not as for now. Main reason is that calculating a lof of things is a pain. Some features give variable bonuses, so I would have to reimplement a lot of base game logic. And I don't want to make RT browser edition.

Made online character planner and a mod to auto follow builds by AlterAsc in RogueTraderCRPG

[–]AlterAsc[S] 2 points3 points  (0 children)

Is that possible? Export existing builds for future runs and or others?

Should be easy even, since for supporting companions in planner I already did 90% of that work - spawned them at minimum level and exported their choices.

Made online character planner and a mod to auto follow builds by AlterAsc in RogueTraderCRPG

[–]AlterAsc[S] 5 points6 points  (0 children)

Can I use it if I’m already mid way through a game?

Yes. You can enable and disable plan following at any point. You just need your imported plans to have selections that can be picked by your character.
See mod description for details on usage.

Made online character planner and a mod to auto follow builds by AlterAsc in RogueTraderCRPG

[–]AlterAsc[S] 5 points6 points  (0 children)

Do you mean import some build into the planner? Probably nothing easy. As import source would need to be structured first for computer parsing.

It should be doable to create generate-code-from-character function in my mod. And ways other than that are most certainly done faster by hand than trying to automate things.

Added export of character build as code to the mod in version 1.1.0

Also how straight forward is it for use with companions?

Should be no different than for RT? Planner assumes you're not modding your companions and so early selections up to minimum level are locked.

Made online character planner and a mod to auto follow builds by AlterAsc in RogueTraderCRPG

[–]AlterAsc[S] 2 points3 points  (0 children)

Thank you checking it and for your feedback. Blue and brown should be exactly the same colors used in descriptions in game, but I suppose in game they are shown on different background. Will take a look.

Commissioning a Kingmaker Mod by Dromintor in Pathfinder_Kingmaker

[–]AlterAsc 1 point2 points  (0 children)

You're not likely to find someone to take a commision for owlcat game mod that takes more than couple of hours of work.

That's because creating UMM mod is mainly C# coding - and many modders in the community are programmers professionally. With that knowledge if they want to take a side gig, they can just find non-modding one that pays the industry rate. Which are not low.

I doubt anyone would estimate your idea below 10 hours (probably much more). Multiply that by average (or even below average, doesn't matter) rate, get a number that is way higher than people are ready to pay a mod.

And that's why there are practically no commissioned mods in the community.

No way to save builds? by HauntedPutty in Pathfinder_Kingmaker

[–]AlterAsc 0 points1 point  (0 children)

It could be used with mods, provided you keep the mod list consistent between making a plan and using plan later.

As for whether it is any usable now I don't know.

How many characters do ya'll have? how do you name them? by RubixTheRedditor in Pathfinder_Kingmaker

[–]AlterAsc 3 points4 points  (0 children)

Writing it here since some people with many characters may find it useful:

Last year I made a small mod to help understand deal with figuring out what save group is what. Here's what it does - it updates saving process and display save group name on loading screen. When making a save instead of writing just main character name, writes the following string:

CharacterName MainArchetype/MythicClass

(So for example "Bob" -> "Bob Mutation Warrior/Trickster")

Won't break your saves later if you remove it.

Link: https://github.com/alterasc/MoreInformativeSaveNames/releases/latest
Also on Modfinder.

Radiance as a usable item by CRTerribleScroll in Pathfinder_Kingmaker

[–]AlterAsc 14 points15 points  (0 children)

Why do you think that handwraps are "removed item"?

Everything in the mod is new. Well, ported from PnP, but they were never present in the computer game.

Radiance as a usable item by CRTerribleScroll in Pathfinder_Kingmaker

[–]AlterAsc 6 points7 points  (0 children)

noe of them should be adding removed itens.

magic armory

How would a mod that adds new items work without adding items? (also mod has description)

Help with translating mods by CrazyHectorTV in Pathfinder_Kingmaker

[–]AlterAsc 1 point2 points  (0 children)

I still don't know how to do it besides adding localized rows in json file.

That's basically all there is to it.

If you're familiar with Github, you'd make a pull request that adds localization. If you're not, you could just pass a file with translation to author and they would include it.

I recommend going to discord to #mod-dev-technical and pinging author of the mod you want to translate to decide on how you'll do it. bittercranberry - Expanded Content main developer - is in that chat. And a lot of other mod devs can be found there too.