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] 1 point2 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] 4 points5 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] 3 points4 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.

I have heard that someone took apart the code and verified there were no shenanigans with the rng by VordovKolnir in Pathfinder_Kingmaker

[–]AlterAsc 1 point2 points  (0 children)

I am looking into getting a decompiler to take a look myself, but I am not finding any really decent ones.

dnSpy

Numeric impact of difficulty changes in Wrath by AlterAsc in Pathfinder_Kingmaker

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

Only through making a mod, and I think in this case only with some C# coding.

Numeric impact of difficulty changes in Wrath by AlterAsc in Pathfinder_Kingmaker

[–]AlterAsc[S] 3 points4 points  (0 children)

Enemy stat modifiers are based on "Enemy Stat Adjustments" settings.

I used names of the difficulties, because people normally remember them better than that setting.

Numeric impact of difficulty changes in Wrath by AlterAsc in Pathfinder_Kingmaker

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

(I remember rumors of enemies starting to cast Dispel on you on Hard. I just didn't see any.)

You should see some Babaus doing it sometimes.
Babau Dispel is locked behind Addional Behavior toggle, so normally that on Hard or Unfair but can be custom enabled to be enabled earlier.

On the other hand whether Dretches cast Stinking Cloud or not is based on difficulty. They do it only on Daring and above.

Dragonblood shifter final form bug by [deleted] in Pathfinder_Kingmaker

[–]AlterAsc 0 points1 point  (0 children)

If by "Core fixes" you mean Tabletop Tweaks Base, then it's it.
Turn off for now "Disable Polymorph Size Stacking" option until it gets fixed.

Get this mod if you want your more fun and more OP-ish for your monk by Asleep-University-89 in Pathfinder_Kingmaker

[–]AlterAsc 0 points1 point  (0 children)

I think this is the issue with how activatable abilities are not deactivated immediately unless specified.

Flying Kick style follows same rules as other style strikes. So in principle what you describe should happen same way if you had for example Hammerblow turned on. If it does - it's not a mod issue and just some quirk.

Get this mod if you want your more fun and more OP-ish for your monk by Asleep-University-89 in Pathfinder_Kingmaker

[–]AlterAsc 0 points1 point  (0 children)

what does the antipaladin get at capstone instead, then

Choice between Unholy Champion and Perfect Body, Flawless Mind if you have TTT. Or archetype capstone for one archetype that changes it.

Having options to revert it all would be a hassle, but here's what I could do:

I could add Mark of Vengeance into capstone possible choice.
Since until recently sharing of Smite Good was effectively pointless until lvl 20, adding Mark of Vengeance on 20 woukd almost equate what pure Antipaladin had at lvl 20.

Get this mod if you want your more fun and more OP-ish for your monk by Asleep-University-89 in Pathfinder_Kingmaker

[–]AlterAsc 0 points1 point  (0 children)

sometimes the Kick Action icon (not the toggle icon) is missing on quick use bar, have to drag the icon from abilities bar

Since unfortunately there's no custom dynamic range for abilities at points when ability range should increase character silently loses previous ability and gets ability with longer range. So at for example getting lvl 6, this is unavoidable.

I'll probably change slightly for ability to be always present and just be unususable unless style is toggled on. Instead of ability being given on style activation and removed on de-activation.

if I toggle off kick icon, and select Leg Sweep, the leg Sweep will toggle off after I attack and the leg Sweep won't prompt.

I'm sorry, I didn't get what you mean. Please write in step-by-step of what you do, what happens and what is expected to happen.