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https://steamcommunity.com/sharedfiles/filedetails/?id=2152768779
Time Warp I could probably do something simple for - Clear the flag that tells the system the character has gone. If casting on self, will mean you don't go immediately. Who goes next is calculated at the beginning of a turn as opposed to the end. Even if that weren't the case, the character who's turn it is currently is excluded from the calculation.
Nonetheless thank you very much for the effort and great idea of this mod! It was a tough decision not to include this in my playthrough. Keep up the good work.
There's a JumpToTurn function in scripting, that ends the current character's turn and forces it to the character you want.
I spawn a dummy character as a summon, which gets a forced turn after the caster of the summon via vanilla mechanics, then jump to turn the character that *should* go next under my system. Determining who goes next is pretty in depth but I could explain it if you want it.
I still need to update this mod more but I've got other things I'm dealing with atm.
Thanks for letting me know!
This'll make it so if you have 2 characters with high enough initiative, they can both go before him.
Custom detection is the ideal scenario. But frankly I'd like to sort out the issues the mod currently has before trying to set that up. There are still occasions where some characters don't get their turn and I'm going to have to do some intense bugtesting to sort that out. And occasionally turns get stuck - Can be fixed by saving and immediately reloading said save, and happens rarely enough, but annoying nonetheless. Not sure why that one happens either. I blame Larian.
Usually stuff works relatively fine though and if round-robin is something you really want then you might be able to look over the bugs.
If anyone is curious, when combat starts, every character is given a unique aura status that applies a status unique to said aura to every character on the battlefield. Then when a character ends their turn, it checks the source of the aura-applied status for their initiative and simply finds whoever has the highest.
Will probably take a rewrite of the mods functionality but I'll see what can be done.