Pathfinder: Kingmaker

Pathfinder: Kingmaker

Statistiche:
 Questa discussione è stata messa in evidenza. Probabilmente è importante.
Updated Mods for Definitive Edition
Post updated 17/10/21 - which is 10/17/21 for you Americans :)

MODS THAT ARE WORKING FOR DEFINITIVE EDITION
(And by working, I mean not crashing and are loading up. I have personally tested and have a current game with most of these mods enabled. SOME aspects of one or two mods need to be updated, and some settings changed if you want to use Eldritch Arcana Updated, otherwise it’s happy gaming! Some mods are labelled beta, and please download that version if it’s there).

Not on Nexus:
Remove Turn Based ‘Get Ready for Combat’ Notification [github.com]


Works:
Arms and armor[www.nexusmods.com] (This is a new mod and I haven’t tested it - Need to disable temple sword if using CoTW. Also, if using with stolen lands mod, must also disable the combat manovuers)
Autoheal[www.nexusmods.com]
Bag of Tricks[www.nexusmods.com]
Balanced Difficulty Settings[www.nexusmods.com]
Better Vendors[www.nexusmods.com] (Small visual glitch when selling trash loot)
Call of the Wild[www.nexusmods.com] (Following mods with - require CotW)
- A Touch of Magic[www.nexusmods.com]
- CowWithHat's Custom Spells[www.nexusmods.com]
- Favoured Class[www.nexusmods.com] (Can change settings to remove conflict with EAU)
- Fumi's Codex[www.nexusmods.com] (Fix to run alongside Proper Flanking 2 is below *Only needed IF Derring-Do is also installed*)
- Proper Flanking 2[www.nexusmods.com]
-- Proper Flanking 2 Indicator [www.nexusmods.com] (Requires Proper Flanking 2)
-- Derring-Do[www.nexusmods.com] (Requires Proper Flanking 2)
-- Kingmaker AI[www.nexusmods.com] (Requires Proper Flanking 2)
- Stolen Lands Encounters[www.nexusmods.com]
- Tweak or Treat[www.nexusmods.com] (Requires Races Unleashed)
Camera Rotation[www.nexusmods.com]
Character Level 29[www.nexusmods.com] Doesn’t work, you need Unofficial Character Level 29[1drv.ms] instead (This link will auto download the zip)
Cheat Menu[www.nexusmods.com]
Cleaner[www.nexusmods.com]
CoupFix[www.nexusmods.com]
CraftMagicItems[www.nexusmods.com]
Custom Map Markers[github.com]
Difficulty Modifiers Scale with Level[www.nexusmods.com] New mod that may still be edited for balance
Fractional Base Bonuses[www.nexusmods.com]
Eldritch Arcana Updated[www.nexusmods.com] (Works alongside CotW, can skip traits if you don’t want them, not all parts of mod work, but still adds spells, feats and traits) - New update seems to have cleared most bugs
Fast Travel[www.nexusmods.com]
First Azlanti[www.nexusmods.com]
Game Over[www.nexusmods.com]
Gaze Be Gone[www.nexusmods.com]
Goblin Race[www.nexusmods.com]
Hair Unlocker[www.nexusmods.com]
Highlight Learnable Scrolls[www.nexusmods.com] (Added into Better Vendors, incompatible)
Inventory Tweaks[www.nexusmods.com]
Infinity-Like Stats Page[www.nexusmods.com]
Kingmaker Less Random[www.nexusmods.com]
Kingdom Resolution[www.nexusmods.com]
Kingmaker Buffbot[www.nexusmods.com]
Multiple Classes per Level Unofficial update[www.nexusmods.com]
No History[www.nexusmods.com]
No More Film Grain [www.nexusmods.com]
NPC HQ Textures[www.nexusmods.com] (Game breaking bugs have been reported)
Pathifinder Auto Buff - Kingmaker [www.nexusmods.com]
Quick Use[www.nexusmods.com]
Undead Immunities and Other Small Fixes[www.nexusmods.com] (Redundant with CotW)
Remove Area Effects[www.nexusmods.com]
Respec[www.nexusmods.com]
Scale XP[www.nexusmods.com]
SkipIntro[www.nexusmods.com] (Doesn't remove the new logo screen yet)
Sort by Category[www.nexusmods.com]
Races Unleashed[www.nexusmods.com]
The Loot Checklist[www.nexusmods.com]
The Lost Grimoire[www.nexusmods.com]
Toggle AI/Stealth[www.nexusmods.com] (Added into UI Extensions)
Unofficial UI Extensions - www.media fire.com/file/4br6icnpqyas714/UIExtensions.rar/file (Steam blocks the link, remove space from URL - Can’t be dropped into UMM, must be placed manually into mods folder)
Weapon Focus Plus[www.nexusmods.com]
Weapon Set Hotkeys[www.nexusmods.com]
Visual Adjustments[www.nexusmods.com]


Doesn't Work:
Closer to Tabletop[www.nexusmods.com] (The combat manoeuvres as part of a full attack don’t work, didn’t keep checking)
Pause[www.nexusmods.com] (Shows up red on UMM)
Turn-based Combat[www.nexusmods.com] :(
- Confusion Fix for Turn Based Combat[www.nexusmods.com]


Haven’t Yet Been Released:
A New Portrait Selection


Still to Test: (Feel free to help test these ones for me)
No Idle Slurps or Gulps[www.nexusmods.com]
Custom Companion and NPC portraits[www.nexusmods.com] (Multiple bugs have been reported)
Fix Loading Bug[www.nexusmods.com]


Redundant/Removed/Unsupported:
- Advanced Martial Arts
- Arcanetide
- Combat Round Logger (Redundant)
- Hambeard’s Incredible Vendor Injector mod (Added into Better Vendors, unsupported)
- Vendor Progression (Added into Better Vendors, unsupported)


Portraits:
Heroes of Stolen Lands[www.nexusmods.com]
Portrait Pack 2024 Full[www.nexusmods.com]


**This list is a work in progress so please let me know if you have any other information on mods or want ones added**

This post is my own personal opinion and every mod I use to enhance my experience, and have been using mods since day 1. The majority of the time the mods have been fixed up quickly by the very active and amazing modding community over on discord. If you have any questions or concerns about starting to use them, by all means ask me for advice. If a mod like Bag of Tricks or Scale XP doesn’t add new items/feats/abilities (Blueprints), you can remove it without breaking your game.

Jump into discord and join the active modding community there as well :)
https://discord.gg/SYyNsuvk9g

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**Nexus mods is free and does not require you to pay for a membership**

The Unity Mod Manager (UMM)[www.nexusmods.com]
You’ll need the UMM to be able to run most of these mods and you can’t use Vortex to install these mods. *Except the portrait mods and ones that require files to be manually placed in a folder*
It doesn’t matter what location you install the UMM folder to. Once installed you need to: -
  • Select Pathfinder Kingmaker as the game
  • Select the folder where Kingmaker.exe is installed (Steam or GOG folder)
  • Preferably select backdoor proxy
  • Then click on the mods tab and simply drag the downloaded zip files into UMM
  • UMM should automatically come up on the main menu screen, if not the default command is Ctrl+F10, (personally I changed mine to `). If this doesn’t work, then your UMM isn’t enabled. Working mods should have a green light next to their name in this list.
If you ever have to verify steam game files, you’ll need to check UMM as if you don’t have doorstep proxy selected, you’ll need to click install afterwards on the UMM main tab to reinstall its files, and you can easily remove UMM files by clicking uninstall on that tab.


QoL mods:
Remove Turn Based ‘Get Ready for Combat’ Notification [url] Respec[github.com]
If you ever make a single mistake on your first playthrough, pathfinder build can be really gimped by bad first decisions and not understand stuff, also, retraining is in the PnP, and people saying this could be abused, well anything could be abused if that's how you use it, I don't. ***There has been a known problem for ages that Regongar, Cephal and Varn's portraits get a little messed up after respeccing. So Hejtan has posted this link for portraits, otherwise you could probably use the Custom Companion and NPC Portraits mod listed further down (Currently still to test)***
https://drive.google.com/drive/folders/1tkFOQF1boqhpe48bKe210Xp0RqhgUxw4?usp=sharing

Bag of Tricks[www.nexusmods.com]
The most useful mod with so many uses I wouldn’t even know where to begin! Literally just make sure you get it 😊 Has camera rotation, fast travel, edit literally almost anything, add stuff, cheats and more. The camera mod is integrated into this, I would suggest set min to 5, max to 40 and global to 45, for a much better experience.

Kingdom Resolution[www.nexusmods.com]
Select to be able to do kingdom events in one day, remove requirement for baron to spend 14 days to level up advisors, modify event DC for better rewards, manage kingdom outside of claimed regions, ruler procure rations outside of claimed regions (DLC only), adjust event BP requirements, currency fallback (Spend gold when out of BP), change kingdom unrest, pause kingdom timeline, disable auto kingdom management mode, preview event results, preview dialog results, preview random encounters, access kingdom stash anywhere and highlight items as a toggle. I would recommend not adjusting the time it takes for things as soon enough you end up too far ahead.

[https://www.nexusmods.com/pathfinderkingmaker/mods/224] Game Over[/url]
Simple mod that prevents game over on player character death. Tired of having dozen means of resurrecting your hero, but that one crit from a cyclops and he's dead and you need to reload. No more.

There are caveats though, mod only works on fresh character and main campaign.
[https://www.nexusmods.com/pathfinderkingmaker/mods/210] Inventory Tweaks[/url]
New mod that changes the HUD so that items are stacked and using potions, scrolls and wands are much easier! The description is long, so give it a read! This is the way.

Remove Area Effects[www.nexusmods.com]
Stops AoE spells like web and grease and such from wasting your time! At the touch of a button it can be set to (Cheat) and dismiss, or fast forward until they're dismissed (So time would still apply to any buffs).

Scale XP [www.nexusmods.com]
It’s not guaranteed that you’ll reach level 20 by the end of the game to play with all your toys!!! The settings I use is Exponential scaling, base multiplier = 1, Divider = 20, Exponent = 4. These settings make it so that XP is unaffected up to level 10, where it slowly starts to scale in the later levels.

SkipIntro[www.nexusmods.com]
So, this mod is still trying to remove the new logo screen, otherwise it removes the kickstarter backer intro, the press any button, and the loading animation (Although you can still press any of the title buttons where you see them as it’s loading in). Also, the author gave me one that keeps the animation, so message me if you want that version! 😊

Quick Use[www.nexusmods.com]
Shift left click to use an item in your inventory instead of right click -> use. One of those simple mods that should be in the game.

Cleaner[www.nexusmods.com]
Probably the most important mod for most players, especially those running the game on HDD's as they way Owlcat has implemented the game (unless they changed it at some point, is EVERY TIME you cast a summon it stays in your party. Enemy corpses don't get removed. Generally, your save file because stupidly large, this mod helps to remove them. So, get it if you're having troubles.

No History[www.nexusmods.com]
This is another one that you should run from the start with the Cleaner mod. It removes the log file that is unnecessary and bloats saves.

Cheat Menu[www.nexusmods.com]
Might be needed if you have a bug with quests not completing as this can advance parts of quests. Can add money and experience with it

Fast Travel[www.nexusmods.com]
A much better implementation of fast travel compared to what Owlcat added. For just non-cheating speeding up movement, Fast Travel is probably the better mod compared to the bag of tricks that also has fast movement.

Custom Map Markers[www.nexusmods.com]
You can add markers and reminders for all the places you’ve visited. Useful if you’ve been to a place but not finished it, and there’s no way that Owlcat have implemented that you can remind yourself.

Custom Companion and NPC portraits[www.nexusmods.com]
Edit the portraits of the companions and NPC’s. I haven’t tested yet.

Kingmaker Buffbot[www.nexusmods.com]
Allows you to select a bunch of buffs to be cast at once *This one is a bit of a pain the ♥♥♥ to set up*. This is one that I never really got around to using, but always wanted to! Also, Kingmaker AI has a scripted version one that you can edit through the ini files.
Although someone posted a good tutorial video in a thread about using it - https://steamcommunity.com/app/640820/discussions/0/1642045003590275636/

Pathifinder Auto Buff - Kingmaker [www.nexusmods.com]
It's an alternative to Kingmaker Buffbot (I intend on trying to use this one). It sounds like it can record actions which seems easier than the previous 2 mods for creating he scripts. It provides a way to create (or record) a queue of actions (either the buff spells or ability usage) and execute it later.
Features
You can create the "queue" of actions to execute. Each element in the queue describes spell/ability, caster and the list of targets. You can also select to pre-activate an activatable ability/item (like Extend Metamagic Rod) before casting spells. You can record your own actions into the action queue
There is small UI panel that allows a quick execution of one of your favorite action queues (*Note: it's not very pretty and wasn't tested on different screen resolutions*)

Autoheal[www.nexusmods.com]
If you don't like having to manually heal your guys after battle. I haven’t tested yet.

Visual Adjustments[www.nexusmods.com]
This mod lets you adjust every part of clothing on your character. Much more in depth than the limited options Owlcat implemented. Remove backpacks, change class outfits to any items in the game, etc.

Combat Round Logger[www.nexusmods.com]
Simple little mod that adds a notification what round it is in the combat log. I believe this is redundant, need to double check RTwP.

Better Vendors[www.nexusmods.com]
There was a small bug where vendors created in the throne room would spawn on top of each other. If this has happened, update and hit the clean up old button to remove them.
Not compatible with Highlight Scrolls, Vendor Progression and the discontinued Hambeard's Incredible Vendor Injector mod as it incorporates all three mods.

The vendors from town can now be enabled in your throne room in either the default positions set by the mod, or your very own custom location inside your throne room. Don't worry though, they will be in their normal spots too. Choose from 4 different vendors. Vendor progress is based on your kingdom stats. Usually if you level up certain stats, it'll add items to certain vendors. Don't worry about starting a new game, it'll add anything you missed as well.

No Idle Slurps or Gulps [www.nexusmods.com]
No more loud slurping and gulping every few seconds!! Just need to manually install into a folder so please read install instructions.

Sort by Category[www.nexusmods.com]
A mod which changes how sorting by "Type" works: weapons/armours/shields are now sorted by a category (e.g. Bardiche, Tower Shield, Heavy Armor), then optionally by price and then by name.


Mods that adds classes/feats/spells:
Races Unleashed[www.nexusmods.com]
Adds a bunch of new races! Dhampir, Drow, Duergar, Hobgoblin, Suli and Ganzi. Adds racial traits for each of them as well!

CraftMagicItems[www.nexusmods.com]
I like to craft wands of cure light and other stuff you'd normally do in PnP. Adds feats from the Tabletop, Scribe Scroll, Brew Potion, Craft Wand, Craft Wondrous Items, Craft Arms and Armor and Forge Ring, allowing crafting of regular and custom magic items of those types. Crafting costs gold (as well as any expensive material components required by the prerequisite spell(s)), and takes time to actually craft in-game.

The Lost Grimoire[www.nexusmods.com]
This new one looks awesome for wizards! Arcane discoveries and golem companions! Also adds sub schools for divination, illusion, necromancy, conjuration, split school discovery and feral speech.

Eldritch Arcana Updated[www.nexusmods.com] (Works alongside CotW but you need to enable the compatibility in the notepad settings, can skip traits if you don’t want them, not all parts of mod work, but still adds spells, feats and traits) - New update seems to have cleared most bugs
Huge mod that adds a dismissible spell feature for spells that had that ability in tabletop, Oracle + Archetypes and curses, Cross blooded sorcerer, orc bloodlines, bunch of new spells (i.e. wall of fire, wish, meteor swarm and time stop), bunch of new feats, more magus arcanas, extra metamagic feats, metamagic rods, scrolls, traits, drawbacks and racial traits!!

Call of the Wild[www.nexusmods.com]
Main thing with Call of the wild mod that I don't like is by default it changes some elements. Carefully read through the mod description!! Where to begin! It introduces new classes: Summoner, Hunter with following archetypes: Divine Hunter, Forester, Primal Companion and Fey killer, Witch with Feykiller following archetypes: Ley Line Guardian, Hedge Witch and Hex Channeler, Bloodrager with following archetypes: Metamagic Rager, Spelleater and Steelblood, Skald with following archetypes: Urban Skald, Herald of the Horn and War Drummer, Warpriest with following archetypes: Sacred Fist, Cult Leader, Champion of the Faith, Shaman with following archetypes: Overseer, Speaker for the Past, Witch Doctor, Hinterlander and Holy Vindicator prestige classes. New Archetypes for existing classes: Vindictive Bastard Paladin archetype (implemented as a separate class), Arrowsong Minstrel Bard archetype, Spirit Whisperer Wizard archetype, Storm Druid Arrow song archetype, Evangelist Cleric Archetype, Primal Bloodline Wildblooded Sorcerer archetype. a few new feats, a bunch of new rage powers and a bunch of spells. Animal companions level up individually now! It adds more classes than listed here!
It also adds a few game changing features that are easy to turn off in the files you don't like them (If you're a horrible non-mod savvy person let me know what you want to change and I will edit the file for you). In your steamapps/kingmaker folder where the kingmaker.exe is there mods/callofthewild/settings.json. You need to open that, preferably with notepad ++ and change what settings you want to either true or false.

Mods that require CotW
- A Touch of Magic
- CowWithHat's Custom Spells Mod
- Favoured Class - (Can change settings in notepad ++ to remove conflict with EAU)
- Fumi's Codex - (Fix to run alongside Proper Flanking 2 is below *Only needed IF Derring-Do is also installed*)
- Proper Flanking 2
-- Derring-Do
-- Kingmaker AI - Also Requires Proper Flanking 2
-- Proper Flanking 2 Indicator - Also Requires Proper Flanking 2
- Stolen Lands Encounters
- Tweak or Treat

A Touch of Magic[www.nexusmods.com]
Another new mod that adds the arcane archer class (I'm kind of excited about this one!). As with all the new mods except there to be bugs and regular updates. Not everything could be implemented exactly as it should be, but the author is trying to keep it as true as he can.

CowWithHat's Custom Spells[www.nexusmods.com]
This mod adds the following spells from the PnP game to Pathfinder Kingmaker: Suggestion and Suggestion, Mass, Glue Seal, Heightened Awareness, Acute Senses, Mage's Disjunction, Euphoric Cloud, Mydriatic Spontaneity and Mydriatic Spontaneity, Mass.
This mod also adds functionality to the Dismiss ability from Call of the Wild. It now gives players the option to end Domination effects that they have inflicted on enemies. This can be turned off by changing the "dismiss_domination" flag in the settings.json file that is stored here:
installDirectory\Pathfinder Kingmaker\Mods\CowWithHatsCustomSpellsMod

Favoured Class[www.nexusmods.com]
Has options for compatibility with Eldritch Arcana Updated
This is a mod for Pathfinder: Kingmaker that adds favoured class mechanics. It is not compatible with favoured class from Eldritch Arcana mod (you will normally get two favoured classes - one from this mod and one from EA, so you probably might just pick hp bonus from one mod and use bonus from the other).

Fumi's Codex[www.nexusmods.com]
Adds extra abilities for the Kineticists. Extra Arcana Feat Link, Impale Infusion Link, Mobile Gathering Link, Spray Infusion 'passive' (Homebrew: Spray Infusion can be used for cold blast), Extra Wild Talent Feat (Homebrew: Like this), Precise Blast Wild Talent (Homebrew: No friendly fire blasts.), CotW: remove HD cap on slumber hexes.
Steps to get working with Proper Flanking 2 *Only needed IF Derring-Do is also installed*
In /steamapps/kingmaker/mods, open up proper flanking 2's info.json with a text editor (I use Notepad ++)
Underneath the requirements line just paste in "LoadAfter": ["FumisCodex"], (You need to include the , when pasting)

Proper Flanking 2[www.nexusmods.com]
Changes flanking to PnP style, new teamwork and other feats added, soft cover.
Isn't compatible with Closer to Tabletop

Derring-Do[www.nexusmods.com]
Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and enjoy nothing more than taking down lumbering brutes and bullies.
New Class: Swashbuckler. New Archetype: Inspired Blade. New Feat: Extra Panache
Features and Fixes:
Mobility use in combat now sets the player to 1/2 speed. Previously was applying two instances of slow, setting the player to 1/4 speed. Patched to allow the Swashbuckler’s Grace deed to function.

Kingmaker AI[www.nexusmods.com]
This is a mod for Pathfinder: Kingmaker that aims to make game a bit more challenging.
It changes the way enemies pick targets, and spells used by some spellcasters.
"it changes the way mobs pick the target to attack (based on their int and wis) and the way some spellcasters use their spells" - Mod Author. It also adds the ability to buff your party using scripts by editing notepad while in windows.

Proper Flanking 2 Indicator [www.nexusmods.com] (Requires Proper Flanking 2)
Enemies turn magenta if you mouse over them and are flanking them (instead of red). All enemies are red, so this just lets you more easily identify if you’re flanking.

Stolen Lands Encounters[www.nexusmods.com]
Stolen Land Encounters is a mod for Pathfinder: Kingmaker that changes encounters to be more unique and slightly more challenging. The mod gives old enemies new tricks (including combat feats, new spells, new abilities) and adds some new enemies! Overhauls heaps of the encounters in the game, so expect to be surprised if you’re doing a replay!

Tweak or Treat[www.nexusmods.com] (Requires Races Unleashed) Not 100% sure how to sum this up as this mod does a large variety of things but here goes! Adds a bunch of archetypes as well as some overall changes to CotW. Please do me a favour and read the description so I don’t have to try sum it up more 😊

Goblin Race[www.nexusmods.com]
If you want to play as a goblin 😊


Misc stuff:
[https://www.nexusmods.com/pathfinderkingmaker/mods/186] Arms and armor[/url] (This is a new mod and I haven’t tested it - Need to disable temple sword if using CoTW. Also, if using with stolen lands mod, must also disable the combat manovuers)
Adds the ability for One hand/Two hand toggle for one-handed weapons and Non proficiency penalty instead of preventing equipping non proficient items, which is awesome!Adds a few bashing and spiked shields, gauntlets, enchantments and some other stuff

Balanced Difficulty Settings[www.nexusmods.com]
Adds more enemy stat adjustments. So instead of default increased difficulty that gives bonus to enemy stats AND to hit, which stack because they get a bonus already from the increased stats, this lets you add either. Should have been in the default game.

CoupFix[www.nexusmods.com]
In Kingmaker game DC to instantly slay the target is calculated in really strange way and is as follows: base attack + crit multiplier + stat damage modifier(str)
Meanwhile the PnP formula is 10 + damage dealt by the Coup de grace ability. I was upset that with in game formula there is no reason for me to use my scythe wielder Witch to finish off sleeping enemies and might as well use any full BAB front liner instead. And so, I made this mod.

Difficulty Modifiers Scale with Level[www.nexusmods.com] New mod that may still be edited for balance
“It's no secret that on hard and unfair the early game is an absolute RNG dependant slog that gets far more manageable from act 2 and onwards. The reason for this is because the modifiers applied to enemies at higher difficulties are static. On unfair the +4 to AC and attack bonus as well as the +8 to every stat are extremely impactful at level 1 and far less impactful at level 20 when the abundance of buffs and potential for min maxing overshadow them.”
To correct this, I have made it so that the modifiers scale with the level of your main character. At level 1 the bonuses will be very small, at level 8 the bonuses will be the same as vanilla and at level 20 they will be 50% larger in order to try and correct the games strong inverted difficulty curve. For the mod image you can see how AC scales with level in my mod (red) as opposed to the constant buff applied in vanilla (blue). The tutorial is no longer the hardest part of the game!

[https://www.nexusmods.com/pathfinderkingmaker/mods/201] Gaze Be Gone[/url]
Removes the "Wild Gaze" of the Wild Hunt. Simple mod that saves so much frustrating. Perfect.

Fractional Base Bonuses[www.nexusmods.com]
This mod Implements Fractional Base Bonuses optional rule from Pathfinder Unchained.
After installing this mod you need to either start a new game or respec your characters - otherwise BAB and Saves will be calculated incorrectly.
Fractional Base Bonuses changes how BAB and Saves are calculated for multiclass characters. Single class characters behave identically with or without this rule - they are completely unaffected.
When calculating base attack bonus normally you calculate it per class, round down, then add up. That means that for example Wizard 1/Cleric 1 will have ⌊1/2⌋ + ⌊1/2⌋ = 0 BAB. With this rule it will be first summed up, then rounded down, so for the same character it will be ⌊1/2 + 1/2⌋ = 1. Similar rule applies to save, with one difference: every strong save class have is treated as "favored": if you have at least one class with "favored" save you will get single +2 bonus to it. It makes it so you cannot dip multiple times to increase your saves, while on the other hand dipping will make you lose fewer BAB points.

Undead Immunities and Other Small Fixes[www.nexusmods.com] From the author Starting with version 1.02 this mod will now also be the place where I upload other fixes for small bugs I encounter. Thanks to the amazing Call of the Wild Mod and its author, Holic92, for helping me understand this issue. This mod is currently, and will likely remain, largely redundant with that mod which has implemented its own version of undead immunities. The next update of that mod should fix the Alchemist Contagion issue as well. I will continue to maintain this mod anyway because it is much smaller in scope.
This mod makes more clearly understandable behaviour for undead immunities and allows the Undead Bloodline to cause Confused, Frightened and Compulsion effects. The Undead Immunities bar now only lists Mind-Affecting, Sleep and Stun as Mind-Affecting immunities. The Undead Bloodline does not ignore the stun or sleep immunity. Those spells do not affect the undead. This better match tabletop behaviour. A more detailed description is in link.

The Loot Checklist[www.nexusmods.com]
A mod that lets you view the loot that is in the Area you are currently in, including enemy/ally inventories. It is a simple list of what you are missing at that moment, it doesn't however tell you WHERE the items are.
Loot Checklist will keep track of which items you have not found or picked up on a given map.
Never forget a shard on the map again!
It does not give you the locations for where loot is.
It does give you the name of the unit that is holding the item.
If you were ever interested in what friendly NPCs where holding, this mod will show you (optional)
Never forget a shard or leather scrap again!
Optionally log every inventory on each area you visit.

No More Film Grain [www.nexusmods.com]
This gets rid of the terrible grain filter so you have a much sharper experience especially those with lower resolutions.

NPC HQ Textures[www.nexusmods.com] Lots of bug reports on nexus about game breaking bugs in areas from this mod As the title says, 256px NPC textures replaced by ones in the 1024px range.

Unofficial UI Extensions - www.media fire.com/file/4br6icnpqyas714/UIExtensions.rar/file (Steam blocks the link, remove space from URL - Can’t be dropped into UMM, must be placed
manually into mods folder)

What used to be 'Show my pets' has now became UI Extensions. Scale UI size, hotkey to hide/show HUD, hotkey for toggle stealth and AI and added pets background for health bar.

Hair Unlocker[www.nexusmods.com]
Unlocks all hairs and horns.

Toggle AI/Stealth[www.nexusmods.com] (Added into UI Extensions)

Infinity-Like Stats Page[www.nexusmods.com]
Adds a page like PoE where you can see individual statistics like number of kills, highest damage done and such.

Fix Loading Bug[www.nexusmods.com]
This mod fixes a bug that can happen if a large save game has already been loaded (whether you are still in that game, or have exited to the main menu) and you try to load another save game.

Weapon Focus Plus[www.nexusmods.com]
The mod overrides the logic in the game which checks whether a specific weapon type is the same as another, so will apply to everything where such comparison is requested (Weapon Focus, Greater Weapon Focus, Improved Critical etc).


Portraits:
So, with these two you'll use end with too many portraits and not enough sticks to poke them with. They will also make your computer lag when character creating if you have all of both of them. What I'd suggest is browsing through them in windows, picking out the ones you want, then dropping them into your portraits folder.

Heroes of Stolen Lands[www.nexusmods.com]

Portrait Pack 2024 Full[www.nexusmods.com]

There are a few other cheat style mods on nexus but I’m not listing them here as cheating isn’t my style!!!


**Disclaimer from Owlcat**
"A friendly reminder: while we deeply admire the contribution that mod authors make to our game, we would like you to remember that running custom modifications can lead to unexpected bugs and crashes. Unfortunately, if you encounter any issues while playing with mods, our team will not be able to help you. If this happens, please report these issues to the mod's original creator. Also, remember that after each game update, there is a high probability of previously installed mods not functioning properly. If you wish to play with mods anyway, disabling auto-updates might prevent your save files from becoming corrupted."
Ultima modifica da =[NK]= Col. Jack O'Neil; 15 lug 2022, ore 10:01
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I have a total noob question about mods, if someone will indulge me.

I've played through the game vanilla once, and would like to install a few mods for my second playthrough. I have very little experience modding games, and I've seen the warnings that patches can break mods or savegames that use mods. I understand that the Definitive Edition brought some new bugs with it, which Owlcat are busy fixing. My question is, are these small bug-fixing patches they've been putting out likely to destroy my second playthrough if I start it now with mods installed? Should I wait a while longer, until they appear to done fixing things?
Messaggio originale di yoco007:
Do I have to enable cheats in Bag of Tricks mods every time I start the game?
Bag of tricks remembers any settings you have. Is that what you're asking? What cheats do you want?

Messaggio originale di Isengrym:
I have a total noob question about mods, if someone will indulge me.

I've played through the game vanilla once, and would like to install a few mods for my second playthrough. I have very little experience modding games, and I've seen the warnings that patches can break mods or savegames that use mods. I understand that the Definitive Edition brought some new bugs with it, which Owlcat are busy fixing. My question is, are these small bug-fixing patches they've been putting out likely to destroy my second playthrough if I start it now with mods installed? Should I wait a while longer, until they appear to done fixing things?
Most mods are fine as well they constantly get updated or fixed by the community. There will be minimal updates from owlcat.

Out of the the updated list you can see that almost all of them have been updated. Call of the wild is the biggest one that adds the most stuff and is updated regularly.

I'd install cal of the the wild (read its description as some changes you can edit in the settings folder), a few other class mods that take your fancy, respec so you can fully respec companions to enjoy their story lines using new classes, I like the crafting mod to play with weapons that fit your new builds, bag of tricks, Kingdom resolution (for toggle highlight world objects and enter throne room from anywhere on map), and a few more.. I use the majority of the the ones on the the list.
Thanks for the reply!

When mods update, do they update automatically in the game, or would I need to check their pages on Nexus for updates?

The mods I've got my eye on are Cleaner, Craft Magic Items, Hair Unlocker, Kingmaker Buffbot, and Remove Area Effects. Possibly also No History, since it seems to go with Cleaner. I see that all of them are on the "updated and working" list, I was just wondering if the next bugfix might cause them to STOP working. Not being very mod-savvy, the thought of having to reinstall things over and over gives me some trepidation. The more I mess around with things, the more I fear I'll mess something up. ;-)

Call of the Wild sounds neat, but I feel like the base game has enough classes to keep me occupied for a couple more playthroughs. I totally want to be able to craft things, though, for more or less the reason you stated. There are tons of magic items in the game, but the distribution is very uneven. I want to be able to make things I want when the game doesn't already have them. And after playing all the way through this game once on an eight-year-old PC WITHOUT the Cleaner mod, I have no desire to do that again.
Ultima modifica da Isengrym; 5 set 2020, ore 16:35
Yeah I'd recommend all those ones and the no history. Hopefully you'll notice a reduction in your loading times!

So nexus has it's mods manger called vortex, that I don't use, but I believe it will let you know when a mod has been updated.. But you'll still need to download that zip file and transfer it into umm, as you can't install them from vortex. I'd recommend watching the video link I've posted for the buff bot. Also I think it only does spells, not class abilities :(

But still.. Reducing the time of manually buffing is great.. I've only finally started using it but am level 4.

So the craft mod is really well done. Adds it so it's like pen and paper were you actually need to spend feats to be able to craft magic items.

And to help you understand what mods can ruin your game. Things that are added (feats, skills and items) are all called blueprints. If a mod adds a blueprint and isn't updated and becomes incompatible, you have a problem.

Mods like respec, no history, kingdom resolution; none of these add blueprints, so they're safe to remove.

But owlcat more then likely won't be making any sweeping changes, and the modding community are amazing, so you're safe :)
This is from one of the modders on discord in regards to blueprints

@Jack O'Neill if none of the blueprints have been used, you can remove the mod, but it is very difficult to ensure that no blueprints have been used. even successfully loading a save after removing the mod isn't a guarantee because a blueprint might be located in a specific area and then the game will crash when you travel to that area
Thank you very much for the explanations and advice!

I just installed most of the ones I mentioned. I watched the video for the Buffbot and I still think I'll want to use it, but probably not right away, so I'm going to wait a little bit on that one while I get used to the others. ;-)
Messaggio originale di =NK= Col. Jack O'Neil:
Messaggio originale di yoco007:
Do I have to enable cheats in Bag of Tricks mods every time I start the game?
Bag of tricks remembers any settings you have. Is that what you're asking? What cheats do you want?
XP multiplier. I set it to 2, but I don't know if I actually get twice as much.
Messaggio originale di yoco007:
Messaggio originale di =NK= Col. Jack O'Neil:
Bag of tricks remembers any settings you have. Is that what you're asking? What cheats do you want?
XP multiplier. I set it to 2, but I don't know if I actually get twice as much.
The slider will show you how much extra you're getting.. So if you want twice as much, make sure it says 200%. And use teh last scroll bar to scroll through to 20 and you'll see how much you get at every level..

I think that's going to be too high and you'll level too fast, but as long as you're happy! Maybe consider the level to 29 mod if that's also your thing.

But to answer your question the settings will stay. I always click save at the bottom of UMM, but you don't need to :)
Ultima modifica da =[NK]= Col. Jack O'Neil; 5 set 2020, ore 22:43
Can Bag of tricks mod make your HP full all the time?
Messaggio originale di yoco007:
Can Bag of tricks mod make your HP full all the time?
Yeah you can do it so you don't take damage or restore hit points and spells after each battle.. You can almost do anything with that mod
Where's that option, I must be blind :(
I'm not at my computer.. There are a ton of options in BoT.. You'll have to go through them slowly one by one sorry!
Please let me know if you find any issues with it, but Undead Immunities mod should be fully functional in Definitive Edition. I'd prefer bugs on the mod itself if you find something that doesn't work but I'll try to catch them here too.
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