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Variant Human[Fantastical Multiverse]

🕑 Added 2024-01-10 15:28:53 +0000 UTC
Variant Human[Fantastical Multiverse]
Variant Human[Fantastical Multiverse]
Variant Human[Fantastical Multiverse]
Variant Human[Fantastical Multiverse]
Variant Human[Fantastical Multiverse]
Variant Human[Fantastical Multiverse]
Variant Human[Fantastical Multiverse]

Comments

Dungeons N Souls

Yeah it will be based on most suitable backgrounds. Right now I don't think its even possible to change or add code to it. Similar to how I can't remove the Baldurian tag.

Fornax42

Totally understandable yeah. Hope you'll have a nice rest and there's no rush, so even if it comes later, that'd be totally fine by me

Dungeons N Souls

I removed it for now to avoid problems with as many users as possible since it was also removing the human tag. I was able to fix that pretty easily but the issue you're having is a bit more involved. Originally I thought if I just modified the Origin characters it would fix Wyll, Gale & any other human but this only applied for the story mode characters. I wanna recheck but I'm pretty certain this area won't fix the problem unless your doing the story mode for the origin characters. So I have to test some more before I reupload the fix for Variant Human. At this point It's 7am and I have been up since 9am yesterday. Essentially I think Gale & Wyll are using a different 2ndary "human subrace" progression when they spawn in the game and aren't being played as the main character so I want to see if I just add the passives to those progression files if it will resolve the problem. So going to get some sleep and have a fix tomorrow just don't want to be sleep deprived and overlook something and make Variant Human have anymore problems. Lol

Fornax42

I noticed there was an update, but it says it's for the Triton? Did you accidentally add the update to the wrong file, cause Variant Human is also no longer listed in the file list on Nexus

Fornax42

I was wondering 1 thing: how would you manage the inspiration gain? I assume it's way too much work, if possible at all, to create new flags throughout the whole game, so I'm assuming the conditions of the best aligning base background will be coppied over? Or is there a third way I didn't even think of?

Dungeons N Souls

Thanks for the heads up, I figured out what the issue was and I should have a Update for Variant Human in a maybe 2 hours max just want to do some testing to make sure the adjustment is working as intended.

Dungeons N Souls

I'm not making new Feats that are already made by LostSoul. If it's one he covered the Feats would Ref the passives. So you would get the Feats he did. The ones that I'd make would be new. There are a few that I've made in the past for Fabled Backgrounds but I need to do their Full Release versions.

Fornax42

Wanted to make a bug report of sorts: Now having 'normal' and variant human, it sort of breaks the human Origin Companions: they only have the movement speed that base humans have, but non of the abilities of either variants. I tried changing this through the mod "Appearance Edit Enhanced" in combination with PlusUI, but it didn't give me the option to choose a variant. It did do so earlier when creating and later changing my own character, so it's on Origin Character specific bug. Maybe you can take a look at fixing it. But beside that: amazing work! I really love the mod and looking forward to the rest!

Jesus Castro

If I may make a suggestion for your plan to add new feats I'd urge you to not make any of the feats covered in another mod called Feats Extra. It's such an unobtrusive mod that I think anyone could have. If you do make another version of those feats and someone wants to download both mods it might cause issues


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