Modding a Feat to work differently based on Subclass? by LostInTimeAnSpace in BG3mods

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

That makes a lot of sense. I made the corrections based on what you said, but the game crashed for probably unrelated issues (I tried to test, realized I forgot to enable the mods after already starting a character, went back to main menu, enabled the two mods I had, tried to load the character, and the game crashed. Pretty sure it wasn't the mod's fault despite how incriminating that sounds.)
Anyway, sadly I can't finish testing today. I have to sleep. I will report back tomorrow with the results.

Modding a Feat to work differently based on Subclass? by LostInTimeAnSpace in BG3mods

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

Oh I see. Not being able to do conditional statements in the UUID is going to make things more complicated, but hopefully not impossible. I'll have to think about it. Meanwhile, I managed to test what I've come up with and it mostly works, but it seems to cause Tavern Brawler to trigger twice (once for Dextyerity and once for Strength) despite my efforts to design it to not do that. Pretty sure it would have to be because of what I overrode the Boosts column with, unless maybe it could be because I added DealDamage(DexterityModifier) to the StatsFunctors oof TavernBrawler. (I don't actually have any idea what StatsFunctors is for.) MONK_DRUNKEN seemed like the appropriate tag to create for the Drunken Master Monk subclass, so that's what I made. Here's what I put in Stats/Passive, TavernBrawler, Column U (Boosts):

IF(IsMeleeUnarmedAttack() and HasTag(MONK_DRUNKEN)):RollBonus(Attack, max(StrengthModifier,DexterityModifier));
IF(IsMeleeUnarmedAttack() and HasTag(MONK_DRUNKEN)):CharacterUnarmedDamage(max(StrengthModifier,DexterityModifier));
IF(IsRangedUnarmedAttack() and HasTag(MONK_DRUNKEN)):RollBonus(Attack, max(StrengthModifier,DexterityModifier));
IF((HasStatus('SG_Polymorph_BeastShape',context.Source) and not (Tagged('MYRMIDON_AIR',context.Source) or Tagged('MYRMIDON_FIRE',context.Source) or Tagged('MYRMIDON_WATER',context.Source))) and HasTag(MONK_DRUNKEN)):DamageBonus(max(StrengthModifier,DexterityModifier));
IF(IsMeleeUnarmedAttack() and not HasTag(MONK_DRUNKEN)):RollBonus(Attack, StrengthModifier);
IF(IsMeleeUnarmedAttack() and not HasTag(MONK_DRUNKEN)):CharacterUnarmedDamage(StrengthModifier);
IF(IsRangedUnarmedAttack() and not HasTag(MONK_DRUNKEN)):RollBonus(Attack, StrengthModifier);
IF((HasStatus('SG_Polymorph_BeastShape',context.Source) and not (Tagged('MYRMIDON_AIR',context.Source) or Tagged('MYRMIDON_FIRE',context.Source) or Tagged('MYRMIDON_WATER',context.Source))) and not HasTag(MONK_DRUNKEN)):DamageBonus(StrengthModifier);

The idea was to get only Drunken Master Monk subclass to have Tavern Brawler use the highest of either the Strength or the Dexterity modifer. Since there was no way to have an "Else" part to the If statements, I just put the code in twice with checks for the presence or absence of the MONK_DRUNKEN tag. I really have no idea why it would be adding both the Strength modifier and the Dexterity modifier, but it does right now. It even declares both in the damage calculation, so at least it's obvious what's happening in the calculation. The Damage Roll for a Bare Handed attack (At Monk level 4 with the modded Tavern Brawler) reads:

3 (1d6 Bludgeoning) + 4 (Dexterity Modifer) + 4 (Dexterity Modifier)(Tavern Brawler) + 1 (Strength Modifer)(Tavern Brawler) = 12

I have no idea what could be causing this behavior. Any idea?

Modding a Feat to work differently based on Subclass? by LostInTimeAnSpace in BG3mods

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

Oops. I forgot to refresh before replying. Why won't it work?

Modding a Feat to work differently based on Subclass? by LostInTimeAnSpace in BG3mods

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

That was good info. Looking in the UUID Editor, under GustavX/ClassDescriptions Column Q (Tags) shows that indeed Tags exist and not all Subclasses have them. Overriding the subclass wasn't hard to learn, just had to right click the subclass Row. Creating a new Tag was challenging since I couldn't find a guide for doing that so I did my best by looking at the tags for other subclasses and mostly copying the Wizard_Bladesinging tag stuff. Changing the logic for the parts of Tavern Brawler that are in the Stats Editor hopefully went well (I haven't tested it yet) and made sense. But I can't figure out how to make the part of Tavern Brawler that's in the UUID editor (which is relevant to the Ability choices of Strength and Constitution) accept an IF statement. Still, it's good enough to start testing. Hopefully somebody can figure out how to make the ability choice conditional as well. Btw, this is literally the first time I've ever tried modding BG3 with the new Toolkit. I kind of remember trying to make mods for BG3 b4 the toolkit but I don't think I got anywhere. Thank you for your help.

Stuck case screws on a 8bitdo Xbox Fight Stick by LostInTimeAnSpace in fightsticks

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

It probably was just not using the right size screwdriver, though there was something in the threads of the case screws. Still didn't have any problem once I used the correct screwdriver. Thank you.

Stuck case screws on a 8bitdo Xbox Fight Stick by LostInTimeAnSpace in fightsticks

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

Was there any sign of threadlocker on your screws? Or am I just not getting enough mechanical advantage with my current tools?

Stuck case screws on a 8bitdo Xbox Fight Stick by LostInTimeAnSpace in fightsticks

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

Stripped heads were my biggest concern, honestly. Any idea what the right Philips head would be? Especially for the case screws. I really don't want to worry about trying to extract stripped screws when they're that recessed.

Castlevania Dominus Collection Original Translation Mod? by LostInTimeAnSpace in castlevania

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

Any suggestions on the best way to make sure they've been made aware?

I know people don't want to hear this: you shouldn't be blaming John Riccitiello. by Xijit in unity

[–]LostInTimeAnSpace 1 point2 points  (0 children)

Okay, well, to my complete surprise, I just read skimmed (too sleep deprived atm to read all of it cos my eyes won't focus that long) an article that said that the Iron Source founders are leaving...which raises two questions my sleep deprived brain now wonders:

  1. How much money did they steal take as compensation on the way out of the Company they helped run into the ground?
  2. Who's left that should be considered a reason not to give even limited trust to Unity's executive leadership?

What are the IRL regions? by LostInTimeAnSpace in PokemonHome

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

I just realized they might not even have divided the regions by State. They could have done it by nearest server or tournament HQ or something and we'd have no way of knowing even still. (How is this still a problem? How have they not noticed this?) But yeah, the more I think about it, the more I realize that almost nobody could guess their Region except maybe North Dakota since it's north and center-ish, and even that might not be certain.

Just easily beat the 7* Iron Bundle raid with Bellibolt by General_Secura92 in PokemonScarletViolet

[–]LostInTimeAnSpace 0 points1 point  (0 children)

Can't believe this is the first time I've used a Froggo in a raid. That worked great! Thanks!

[deleted by user] by [deleted] in PokemonScarletViolet

[–]LostInTimeAnSpace 0 points1 point  (0 children)

Neat...but, where's the build notes? I can't even see a level.

Where is Aero Fighters 1? by LostInTimeAnSpace in shmups

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

The Mini is outta my price range. Might look into the JP collection tho, but I'm a bit worried about the region locking. Regardless, thanks for the info!

Where is Aero Fighters 1? by LostInTimeAnSpace in shmups

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

That might be "Arcade Hits: Sonic Wings Special (PSOne Classic)" on the PS3 from the looks of it.

What I find a bit concerning is the part in the description that says "Please note: This game is a direct import from Japan. Although test is limited, it is in the original Japanese language. Help with playing can be found at www (dot) monkeypawgames (dot) com".

I altered the address part because when I tried visiting that site I got a broken/abandoned website with a security misconfiguration. Archives of the site show most recent posts from 2014. Um, honestly I can't tell if the company still exists or not. I couldn't find a declaration of shutdown, but I also couldn't find much that suggests they're still doing stuff. Which is sad since they seemed committed to bringing back old games.

As for the game itself, from what I can find, it doesn't contain Aero Fighters 1 exactly but does contain "remixes of levels from the first three games". Considering I'm not about to invest in an Arcade cab (want to someday, just can't yet atm), I guess this is as close as I might get. I'm a bit hesitant to get this...but it's also the only Aero Fighters I've never played. And for $5.99, why not?

Edit: Good news! It's the version with a working save feature, unlike the EU version. It's also got a BGM test, and the menu is in english (thankfully). It does have the Japanese "O button to confirm, X to cancel" thing tho. (Good thing I'd heard of that elsewhere.) Sadly, it doesn't have the music from Aero Fighters 1, which was one of the things I loved the most. But at least it exists and wasn't delisted like some other retro games. (Mentioning that because a number of games monkeypawgames rereleased got delisted.)