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Pathfinder: Kingmaker Modding Thread

Pink Eye

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I am going to rebuild my calculator in c#
 

Efe

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do your calculator in unity.
it would be a lot more helpful
 

Efe

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download unity.
draw a calculator.
code the same logic but with clickable buttons and shit.
just create a dozen or so buttons and assign them a job.
so value is 0.
press NUMBER (0-9) button. value is multiplied by 10 and added NUMBER.
so press 1: 0*10 +1 = 1
press 1 again: 10 +1 = 11
you can go from then on i believe in you.

UnitEntityData unitEntityData = Game.Instance.Player.MainCharacter;

unitEntityData.Descriptor.AddFact((BlueprintUnitFact)Utilities.GetBlueprintByGuid<BlueprintFeature>("d09b20029e9abfe4480b356c92095623"), (MechanicsContext)null, new FeatureParam());
this adds toughness feat for player character.
i hope whitestuff anon comes with good news on feat making
 

Pink Eye

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I'm very into cock and ball torture
download unity.
draw a calculator.
code the same logic but with clickable buttons and shit.
just create a dozen or so buttons and assign them a job.
so value is 0.
press NUMBER (0-9) button. value is multiplied by 10 and added NUMBER.
so press 1: 0*10 +1 = 1
press 1 again: 10 +1 = 11
you can go from then on i believe in you.

UnitEntityData unitEntityData = Game.Instance.Player.MainCharacter;

unitEntityData.Descriptor.AddFact((BlueprintUnitFact)Utilities.GetBlueprintByGuid<BlueprintFeature>("d09b20029e9abfe4480b356c92095623"), (MechanicsContext)null, new FeatureParam());
this adds toughness feat for player character.
i hope whitestuff anon comes with good news on feat making
Okay. I'll try that too.
 

Pink Eye

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Efe How did you figure out that this adds toughness?
UnitEntityData unitEntityData = Game.Instance.Player.MainCharacter;

unitEntityData.Descriptor.AddFact((BlueprintUnitFact)Utilities.GetBlueprintByGuid<BlueprintFeature>("d09b20029e9abfe4480b356c92095623"), (MechanicsContext)null, new FeatureParam());
 

Efe

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they stored every string into MenuText.cs, searched the string to find where he added feats, found the line.
he stored a lot of pointers in storage.cs for quick use later. replaced that with Game.Instance.Player.MainCharacter to target player.
he also got the added feat id from storage where he put it there earlier, removed that and entered toughness manually.

i got toughness from bag of tricks itself inside game mod menu. got the idea from the guy from way back that tried to improve beneath the stolen lands.
 
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https://imgur.com/a/4AmSTsP
This is one of the feats in cotw, how the feats work seem pretty easy to understand, I have no idea about librarys though so I think i'm going to do some c practise and thensee if anyone on discord can explain
 

Pink Eye

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Anyone have any idea on how I can modify the Gold mod to give BP instead? Also how does one go about adding user input for the Gold Mod? Like allowing the user to type how much gold they want to add. I know how to do it in Console. But it's different here.
 
Last edited:

Pink Eye

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I think I created a text box..
GfmSUwA.png
 

Pink Eye

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Oi oi. My brain hurts. Alright. Now how do we get the game to spawn the gold that the user requested? Do we write an if function?
 
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I think I've begun to understand how blueprints are improtant...
If you want to use somthing thats already being used by the base game you must first call it using a blueprint
https://github.com/spacehamster/KingmakerCustomBlueprints/releases/tag/blueprints
Even if you want to use somthing as basic as a icon it must first be called.
This is important when we are setting requirements like "player mus have weapon finesse"

I think i've learnt enough to give edit a script and make a feat nothing complicated though
 

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