u/TheRedDragoon

105 post karma · 2,056 comment karma · joined May 2012

TheRedDragoon

Owlcat broke it with a patch at some point, ADDB and I were told about it months (if not year) afterwards, I tried to fix it for a couple hours but didn't get it working again, and then neither ADDB nor I went back to it.

TheRedDragoon

Funny how almost every of my mods, and other community member's mods have links to Github for mirrored downloads, and yet those are still up. Also don't bother replying, you can't be bothered to tell the truth ever so it's a waste of both our times.

TheRedDragoon

AI note: I'm a senior software engineer in my day job, and while AI did assist in these projects, I wouldn't say I "vibecoded" it.

I mean, from the little I've seen from your Github, you absolutely did vibecode it. Everything is full of the massive comments that is from AI, there's a powershell script in the repo for doing tests (instead of doing a separate project in the solution, AI loves doing it via powershell instead), the Agents.md file that shows you aren't even building it yourself, etc etc. What part of the mod did you actually do yourself, other than prompting the AI, for it to be "assisted" and not just "generated entirely from ai"?

I just don't understand why all the vibecoders have such issues with using accurate terms and accurately labeling the mod (Which you didn't do on Nexus at all, but that's par for the course for vibecoders).

Editing in because I don't care to respond to them any longer. The mod is 100% vibe coded, and their response about "devs not using AI is dumb, actually" doesn't make it any less vibe coded. They did 0 research on the mods that already exist (clearly by their code), and just blindly accepted what the AI said, which is the definition of vibecoding. The Powershell file that they don't address is a huge indicator that they just like the AI do whatever, because standard practice for tests (in general, mods don't usually do code tests) is a separate project in the solution. As always, would recommend that people use caution when using vibecoded mods. In a community as small as ours, the human devs can work together and avoid common pitfalls, but vibecoded modders don't interact with the community and refuse to take accountability.

Also Nexus apparently removed the mod, so........ Second Edit: Nexus staff removed the original uploads/mod pages, which they almost never do unless it breaks the more serious rules of their terms of service. This "author" reuploaded both mods and changed the link in the OP, which makes it very suspicious.

TheRedDragoon

I'm currently bullying Vek into fixing this on Discord. He's discovered the problem, now I just need to bully him into making a release.

TheRedDragoon

Oh, I see what you mean. I can look into that as well, but as always, no promises. Surprised it doesn't work, it should be one of those simple things that just worksTM

TheRedDragoon

1) There's a mod that already does that, somewhere on Nexus. Edit: Found it. https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/843

2) I can look into that

3) Crusade fixes generally aren't something I do (because I use Combat Relief and skip the minigame). If Whiterock finds the issue and tells me exactly what to fix, I'll do it (like this fix I just did) but otherwise I'm just uninterested in investigating and implementing fixes for crusade mode.

4) See above, but with RtwP. Edit: I'm told by people on Discord that it works for them, so definitely not sure what your issue could be.

5) Tia did some minor pathfinding fixes (there's one with mounted/large characters that appears to help with their nonsense), but it's mostly how Unity is and Owlcat's maps. I have some prototype work on another minor fix, but anything major would require creating new walk maps and then shipping them with the mod.

Clicking issues: I've seen people complain on it on here and Steam forums, but I've personally never encountered the issue. Several modders in the Discord have discussed it before, but they also don't have the issue, so it's hard to troubleshoot. I think.... ADDB maybe, said he thinks it's tied to framerate, but none of us are even sure where to start.

TheRedDragoon

It's saved in the Toybox folder, it's a dynamic patch. ADDB did some black magic getting Patch Tool to work.

That being said, Whiterock told me about the issue, and this will be fixed in DragonFixes (well it's already fixed in code, just need to make a release)

TheRedDragoon

Nope. Base game bug (Whiterock alerted me to this thread), but it'll be fixed in the new version of DragonFixes (whenever I release it)

TheRedDragoon

I assume you are using UMM 0.32.5 or newer, so from my FAQ on Nexus (that I still haven't put in my Github readme >.>)

You will need to delete your game's 0Harmony file in <Game installation>/Wrath_Data/Managed due to how Linux/UMM loads libraries. My attempts to manually replace it appear to break things so I've given up on that idea.

TheRedDragoon

I assume you are using UMM 0.32.5 or newer, so from my FAQ on Nexus (that I still haven't put in my Github readme >.>)

You will need to delete your game's 0Harmony file in <Game installation>/Wrath_Data/Managed due to how Linux/UMM loads libraries. My attempts to manually replace it appear to break things so I've given up on that idea.

TheRedDragoon

DragonFixes fixes this issue. I actually didn't believe it when it was reported to me, I was like "surely Owlcat didn't fuck this up". Well, spoilers, they did.

TheRedDragoon

There's an issue with that specific point, and etudes possibly loading AFTER the check for the etude.

Luckily, ADDB looked into it a while back, and gave me code to put into my Fixes mod..... Then we learned that the code breaks other things lol, so we spun it out into it's own mod, that you add, load your save, load into the area, make a save, and then uninstall the mod. It's the optional file on my DragonFixes Nexus page (Or if you have DragonFixes already, there's a toggle for this behavior that you can toggle on, load into the area, and then toggle off immediately.)

Edit: Forgot to link https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/735

TheRedDragoon

Powerful Charge, which Elk and Triceratops get, is bugged and makes charges not work currently. Tia said she's looked into it and is fixing it, so if you are on PC and using mods, it'll be fixed in DragonFixes whenever she PRs it to me.

TheRedDragoon

"They and a few friends" You mean, the people in the chat who thinks Reddit is being overly harsh about the AI stuff? Yeah, we thought it was cool that someone offered to replace the AI art with real art. No one bragged about it. I'm very much an AI hater (and I have that reputation in the Discord) and even I think y'all (Reddit) are being little babies over it.

TheRedDragoon

Almost every feature overlaps from other mods.

But also, every human made mod works together, regardless of adding the same feature, so a mod that is incompatible with 99% of other mods is a weird design decision.

TheRedDragoon

Because the AI they used auto increments.

TheRedDragoon

Can you disclose your AI usage? Curious to why you asked it to re-implement so many things that other mods already do.

TheRedDragoon

Well considering 99% of this is all from other mods that did it years prior, you would love the actual mods that implemented these things. In fact, with the goblin race, I would love to see screenshots, as the Goblin race Ebon's Content Mod adds is a custom model/rig because the base game one doesn't work for playable characters.

TheRedDragoon

I wasn't able to replicate, and neither was the person who fixed it nor one of the people I asked to test in Discord.

Debugging over Reddit is awful, so I would ask that you take this to my Github or the Owlcat Discord. Both locations will also let you post your player.log file that I'll be asking for, compared to Reddit.

TheRedDragoon

Oh right, Bazzite is immutable. Never understood why they went Fedora based. Well, you can also do it through Proton. Run it under your Wrath prefix (or at it to Steam as non-Steam game). It'll make finding the path a bit more annoying, but should still work.

TheRedDragoon

I'm told they tested specifically with Snowball, so I must ask what version of Fixes you installed. If it's off Nexus.... I really should update Nexus, I think it's like 4 versions behind lol

TheRedDragoon

Install UMM according to the Linux directions, and plop the mods inside the Mods folder of your game installation (you will likely need to create it)

TheRedDragoon

This shouldTM be fixed in the latest DragonFixes release on Github.

TheRedDragoon

Fextra is trash and filled with wrong information. Improved DR should work just fine.

TheRedDragoon

Where are you trying to edit it? If you are using the Inspect tool, you can't change values there. The only place that can is in the Patch Tool tab.