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Pathfinder: Kingmaker Modding Thread

Discussion in 'Codex Workshop' started by Pink Eye, May 10, 2020.

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  1. Pink Eye Monk Patron

    Pink Eye
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    Location:
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    Pathfinder: Kingmaker
    Kek. At least I'm not the only monkey here.
     
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  2. Terra Learned

    Terra
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    Mismatched curly braces, deleting the } at line 36 will probably fix the errors, but i can't see the whole thing from your screenshot.

    That is how to do a multiline comment yeah, which can be used to quickly disable multiple lines of code.
     
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  3. Pink Eye Monk Patron

    Pink Eye
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    Thank you so much everyone, by the way. You've all been great help.
    [​IMG]
     
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  4. Terra Learned

    Terra
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    Yeah, delete the } at line 36, you have an extra brace there. Then you can uncomment the commented out section and it'll probably work
     
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  5. John Keel Learned

    John Keel
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    Just urinate on your code to establish dominance, works like a charm.

    Ask Cleveland Mark Blakemore if you don't believe me
     
    • Funny Funny x 1
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  6. Efe Arbiter

    Efe
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    pink visual studio should be telling you about brackets and such.
    keep an eye on those at the bottom
     
    • Thanks! Thanks! x 1
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  7. Pink Eye Monk Patron

    Pink Eye
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    Okay. I went and rewrote the entire thing. Does this look fine now?
    [​IMG]
     
    • Yes Yes x 1
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  8. Pink Eye Monk Patron

    Pink Eye
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    GENTLEMEN! WE HAVE LIFT OFF! IT FOOKING WORKED! HOLY SHIT!
    [​IMG]
    [​IMG]
    [​IMG]
     
    • Brofist Brofist x 1
    • When words are not enough When words are not enough x 1
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  9. Pink Eye Monk Patron

    Pink Eye
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    I am going to do a victory lap around my house. HOLY SHIT!
     
    • Cheers!! Cheers!! x 1
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  10. WhiteScreenAnon Novice

    WhiteScreenAnon
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    basado
     
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  11. Pink Eye Monk Patron

    Pink Eye
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    My mod breaks though. If you backspace the one that is shown you can no longer access the text box.
    Example:
    Show Spoiler
    [​IMG]

    Show Spoiler
    [​IMG]
     
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  12. John Keel Learned

    John Keel
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    It doesnt matter, you achieved your starting goal, dont get stuck on silly UI Stuff and move on to a specific and simple goal.

    For exemple, retrieve an item from the Library and display its name + GUID
     
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  13. Efe Arbiter

    Efe
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    there is a LOG button on top of mod manager.
    share what is says
     
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  14. Efe Arbiter

    Efe
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  15. Pink Eye Monk Patron

    Pink Eye
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    That's what it says.
    Show Spoiler

    [​IMG]
    [​IMG]

    Oh shit I think I remember learning about exceptions. Don't you have to use a try {} catch {}?
     
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  16. Pink Eye Monk Patron

    Pink Eye
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    Ok. I'll try that.
     
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  17. WhiteScreenAnon Novice

    WhiteScreenAnon
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    • No No x 1
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  18. Pink Eye Monk Patron

    Pink Eye
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    Kek I don't know what I am doing. How do I go about finding its unique ID?
    [​IMG]
     
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  19. Pink Eye Monk Patron

    Pink Eye
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  20. Efe Arbiter

    Efe
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    those are enums
     
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  21. WhiteScreenAnon Novice

    WhiteScreenAnon
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  22. Pink Eye Monk Patron

    Pink Eye
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    Location:
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    Pathfinder: Kingmaker
    So I am looking at the wrong place?
     
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  23. John Keel Learned

    John Keel
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    You have to get it in-game, you don't have access to that kind of data through Visual Studio

    https://github.com/spacehamster/Kin...ases/download/blueprints/Blueprints2.0.7b.zip

    ^ This contain the blueprints of almost everything in the game as JSON, it helps a ton to figure out what (and how) you can access a blueprint (ie: item, feat, npc etc...)

    To access a blueprint in-game, you gotta use some functions from Helpers.cs and fetch em from Main.Library (IIRC)
     
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  24. Efe Arbiter

    Efe
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    also dont crop log text.. just paste here as text?
     
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  25. Pink Eye Monk Patron

    Pink Eye
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    Try this:
    Public static class Heavy_Hitter ---->public static class HeavyHitter
    "EntryMethod": "HeavyHitter.Main.Load"
     
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