Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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✪ eXID Oct 12, 2021 @ 4:48am
Summon's no longer reponsive (they just stand around locked in place doing nothing, new bug?)
Solved it: Toybox broke something within my game (the ONLY mod I did not disable as I could not think of a way it would break them)

Since the 1.0.8 update my herald caller (or any other player summons) no longer work at all, they will be summoned and just stand around doing nothing at all I've tried to disable all mods and run the game completely vanilla still the same.

I've also taken control over the summons via toybox just to see if they obay any kind of command, and they are literally rooted in place doing nothing (just having the ? above during a turn/action)

On the other hand hostile and friendly NPC's that summon monsters of any kind work just fine, it's as if the game has turned off the AI for player summons out of the blue.

Animal companions/skelly boy from lich path also works perfectly fine.

Anyone experiencing this issue also or is this a me thing?
Last edited by ✪ eXID; Oct 12, 2021 @ 5:03am
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Showing 1-8 of 8 comments
アンジェル Oct 12, 2021 @ 4:51am 
News to me. But might be related to the changes with mythic angel summons. In doubt: submit a bug report.
phadin Oct 12, 2021 @ 5:00am 
I did the Flesh Market Azata fight just this past Sunday with multiple summons, as well as the Battlebliss champion fight series. The summons acted just fine in both cases. (and what an obscenely large mess that first one was. total insanity, it was awesome.)
Last edited by phadin; Oct 12, 2021 @ 5:00am
✪ eXID Oct 12, 2021 @ 5:02am 
Well, I figure out what it was, it's the one mod I didn't disable (as I didn't see how it would cause the problem) it's Toybox, for some odd reason is causing my summons to just break.

Welp time to go digging into some code/settings to see what is up.
アンジェル Oct 12, 2021 @ 5:04am 
That conclusion is somewhat... dissapointing.
✪ eXID Oct 12, 2021 @ 5:07am 
Originally posted by アンジェル:
That conclusion is somewhat... dissapointing.

No kidding, cause my summons broke as the 1.0.8 patch arrived leaving me with the conclution it was that patch doing it... turns out I was very wrong

Now I gotta go figure out what in the hell could cause that specific part of the game breaking with a... mod that tweaks things ugh.
Last edited by ✪ eXID; Oct 12, 2021 @ 5:08am
phadin Oct 12, 2021 @ 5:13am 
Fun as Toy Box seems to be with everyone commenting on it, this is one of the reasons I generally don't mod games while they're still in a very active development/patching state.

I know Kingmaker's bag of tricks had an option to let you do things like directly control your summons. Not sure if Toy Box has the same, but maybe something related to that?
✪ eXID Oct 12, 2021 @ 6:13am 
Originally posted by phadin:
Fun as Toy Box seems to be with everyone commenting on it, this is one of the reasons I generally don't mod games while they're still in a very active development/patching state.

I know Kingmaker's bag of tricks had an option to let you do things like directly control your summons. Not sure if Toy Box has the same, but maybe something related to that?

I did figure out what it was, it seems increasing buff duration beyond a certain point breaks summons activation timer (when their AI becomes active) tweaked that down again and now they work just fine.

Seems this bug has been reported multple times to the toy box devs but never been a priority it seems as it's been burried.

Still don't understand why that would break their AI activation.
アンジェル Oct 12, 2021 @ 6:16am 
Originally posted by ✪ eXID:
Still don't understand why that would break their AI activation.

I imagine it could be something like a bad code with those specific summons. Having them as flagged as summons as well as enchantments, leading to an interference error. But what would I know. I have no idea of coding beyond turtle.
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Date Posted: Oct 12, 2021 @ 4:48am
Posts: 8