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Pathfinder: Kingmaker Modding Thread

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

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  1. John Keel Learned

    John Keel
    Joined:
    Aug 10, 2017
    Messages:
    349
    From what I remember, Craft magic mod internals was a mystery for a bunch of knowledgeable ppl, there's some black magic fuckery going on

    Regarding adding blueprints:

    I don't recall the specifics, but I know there is some shit going on behind the curtain when you dupe/copy a blueprint, IIRC most of the time it ends up being a fake dupe.
    Creates a lot of problems later down the line.... Try to get SpaceHamster on discord to give you the deets
     
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  2. Efe Arbiter

    Efe
    Joined:
    Dec 27, 2015
    Messages:
    1,602
    he said this code is alright.
    thinks you probably remember using copyandadd() from helper class which had similar caveats.

    also said you should pay his efforts forward and help us with our efforts
    :desu:
     
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  3. John Keel Learned

    John Keel
    Joined:
    Aug 10, 2017
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    Can't help y'all even if I wanted to, I don't have PFKM installed anymore
     
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  4. Pink Eye Monk Patron

    Pink Eye
    Joined:
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    Location:
    The Stolen Lands
    Pathfinder: Kingmaker
    Do you happen to remember that stream you did from way back. The one where you managed to get a bastard sword into the game? It was like two bastard swords or something.
     
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  5. John Keel Learned

    John Keel
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    Yes, dual-wield oversized bastard sword
     
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  6. Pink Eye Monk Patron

    Pink Eye
    Joined:
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    Location:
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    Pathfinder: Kingmaker
    Yeah that one. Do you remember how you managed to do it?
     
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  7. John Keel Learned

    John Keel
    Joined:
    Aug 10, 2017
    Messages:
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    I think I created a new blueprint for an Oversized bastard sword, set "m_IsTwoHanded" to false and changed "WeaponVisualParameters" (the animation used when it's equipped) to that of a longsword
     
    • Thanks! Thanks! x 1
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