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JeffreyTheRed

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Everything posted by JeffreyTheRed

  1. I am having a similar issue. I can tell you one thing about your issue first. You should only have one of the 'fixer' mods, I'm pretty sure. Whichever one is most relevant to the version of the game you are currently playing. My situation, I am playing the game with a number of mods. Nothing too outlandish. The biggest ones are 5e spells, CYS (which I only use to change stats to reflect ability scores I rolled for my PC and party members), and Hexblade. Everything was working just fine. Even after Patch 1 came out. Suddenly, just now I updated the Hexblade and 5e spells mod and when I try to start the game it crashes before I can even click on continue. When the game reloads I have to go through the terms and gamma setting again. When I get back to the menu and select continue, the game tells me that such and such mods have been disabled and asks if I want to continue without them. None of the mods it says were disabled were the ones I just updated. Plus, Vortex still shows that all my mods are still enabled. What's going on? So... the game is telling me mods a, b, c, etc are now disabled and asking if I want to continue without them. Vortex is telling me they are still enabled. What happens to my game if I continue without them? Will my stats revert? Will items disappear? How much could it screw up my game? If it will screw it up a lot, how do I re-enable them when the game tells me they are disabled by vortex tells me they are enabled? HOW DO I FIX THIS??
  2. Not a professional VA, but I have done voices and accents my whole life. Went to an arts high school. I don't have any good recording gear, BUT if a capable modder wanted to undertake this I'd be willing to throw in my time and buy some inexpensive recording gear to record additional male voices. I can do a couple of different Brittish accents, Irish, Scottish, Russian, mediocre French. Voices ranging from deeper and gruff to lighter and playful or mischievous., Various American accents. Basically, a range of options. I am often saddened I never had the opportunity to try my hand at being a VA professionally.
  3. Yeah, you could do it that way. You could create a custom class that combines the features of the gestalt classes you want. Gycicada released a class template mod today, so we might see some gestalt mods using that method in the future. The problem with this method I imagine is it would be hard to make classes with different spellbooks work together if they are now one superclass. In tabletop gestalt you keep track of your class features and spellbooks seperately even though you level both. Also, you would have to create a new custom class every time you want to try a new gestalt combination. With 12 classes in the game, thats alot of combinations to individually code. I'm not a modder and I'm pretty sure this is exactly how you'd have to do it without making significant and dangerous changes to the games code. And, as you bring up, you'd need a new class for every gestalt combination someone wants to play. There are complications combining spellbooks. Also, let's not forget that you potentially lose your class tags for story/conversation triggers. It's possible that can be worked around, as I'm not sure how it is handled in the coding. I'll be curious to see if anyone takes this project on. I have a few gestalt builds I wouldn't mind running in this game.
  4. I am sincerely hoping for a mod that allows us to roll (and reroll) our ability scores during character creation instead of being forced to use the point buy. Failing that, a mod that will let us edit our ability scores to the numbers we want so I can enter the numbers I have rolled elsewhere for my character. I know that could be used to seriously break the game which is why I'd prefer a roll option. I don't want to break the game. I just want more flexibility in ability scores and the fun of some randomness in character creation. Also, to help give Barbarians and Monks, who both need three stats, a leg up without having to completely tank two ability scores for them to be good at what they're supposed to be. Only two classes that have to do that.
  5. I thought we were supposed to uninstall the EA entirely before loading the full release.
  6. I'm new to playing games with mods. How long after the game releases before we could expect to see mods becoming available? Specifically, I'm interested in subclass mods and a mod to enable rolling for ability scores at character creation. I feel like barbarians and monks get the short end of the stick in character creation without being able to roll. Most classes only need one or two ability scores to be great. They need three. On a point buy that means they have to sacrifice more than other classes do to be good at what they're supposed to be.
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