would greatly greatly appreciate if this could be added to the ingame mod manager so us console folks could use it, this mod does exactly what i need, the base game mechanics around the pact weapon kinda ruining my characters lore lol
I loved this mod the last time I played through the game, but I was wondering if you planned on updating it for Patch 7? Or if it even needs updated in the first place?
Great mod, though now my Bladelock build is completely OP with 3 ranged attacks per turn that deal extra explosion damage.
It wasn't working right out of the box for me, so I unpacked and made a new meta.lsx for the latest game version. I thinkt the issue was that version number was given as int32 but the game can only handle int64 as it seems. This fixed the mod, runs perfectly now.
Hi, i'm interested in making the same build but i'm new to modding and everything. Could you explain the process you went through to make the mod work? Thank you so much =)
1. Install this mod. 2. Open LSLib Toolkit, go to the "PAK / LSV Tools" tab 3. Under "Extract package" select the "WarlockThrow.pak" from your mod folder (most likeley %localappdata%\Larian Studios\Baldur's Gate 3\Mods\WarlockThrow.pak) 4. Select any folder for "Destination path", I just named it %localappdata%\Larian Studios\Baldur's Gate 3\Mods\warlockthrow 5. Hit extract 6. Go to your extract folder from step 4, open the Meta.lsx file (in the Mods\WarlockThrow subfolder) with a text editor. I recommend Notepad++. 7. Delete everything inside, and paste this: <?xml version="1.0" encoding="UTF-8"?> <save> <version major="4" minor="0" revision="0" build="49"/> <region id="Config"> <node id="root"> <children> <node id="Dependencies"/> <node id="ModuleInfo"> <attribute id="Author" type="LSWString" value="SimplyNoah"/> <attribute id="CharacterCreationLevelName" type="FixedString" value=""/> <attribute id="Description" type="LSWString" value="Allows Warlocks to throw bound weapons"/> <attribute id="Folder" type="LSWString" value="WarlockThrow"/> <attribute id="GMTemplate" type="FixedString" value=""/> <attribute id="LobbyLevelName" type="FixedString" value=""/> <attribute id="MD5" type="LSString" value=""/> <attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/> <attribute id="MenuLevelName" type="FixedString" value=""/> <attribute id="Name" type="FixedString" value="WarlockThrow"/> <attribute id="NumPlayers" type="uint8" value="4"/> <attribute id="PhotoBooth" type="FixedString" value=""/> <attribute id="StartupLevelName" type="FixedString" value=""/> <attribute id="Tags" type="LSWString" value=""/> <attribute id="Type" type="FixedString" value="Add-on"/> <attribute id="UUID" type="FixedString" value="5d7414a8-d3c8-46b8-b251-2015bac284dc"/> <attribute id="Version" type="int64" value="36169534507319296"/> <children> <node id="PublishVersion"> <attribute id="Version" type="int64" value="36169534507319296"/> </node> <node id="Scripts"/> <node id="TargetModes"> <children> <node id="Target"> <attribute id="Object" type="FixedString" value="Story"/> </node> </children> </node> </children> </node> </children> </node> </region> </save>
8. Save the file. 9. Back to LSLib Tools, under "Create package" select your folder from step 4 as source folder, and use the path from step 3 as "package path" here. This will overwrite the original mod.
It should look something like this
10. Make sure to check that Version is set to V18 and Compression to LZ4 HC, hit Create and done.
Let me know if it worked for you.
Since this fix overwrites the original mod file you don't have to change anything in the mod launcher.
Anyone else not able to talk to anyone, interact with anything or teleport anywhere after installing this mod? i doubt its this mods fault but mods in general just looking to see if anyone has a fix
Is there any chance we will ever see the ability to weapon pact with a shield? I know its not official rules, but its one of those rules that you can slide by the DM and be okay since its not just broken. I just want to be able to throw my shield and have it return for a captain america flavor build. Given the constraints of the game, do you think something like this is possible? I have almost zero knowledge about mods so wanted to get an opinion.
If you added the Thrown, ReturnToOwner, and dmg to all shields then it could potentially work. Though the animation would probably be the basic throwing animation. Honestly if you are at all interested in modding and no one else actually does this, then you should give it a try and see if you can get it working yourself. I really had no knowledge before doing my mod, but it was pretty simple to get it working even if it isn't the best. Just a lot of searching through txt files and taking specific bits of pieces of other spells/passives/etc. to either change or add to your own mod.
Unfortunately, it doesn't work for me no matter what I do. I manually put it in the Mod folder, where there is only one other mod (show approval). I also use the carrying capacity mod. I don't know if it affects it, but even though this mod is there, unfortunately I still can't throw any pact of blade weapons. Am I doing something wrong? Or is it because of the new patch?
Big thanks for this mod ! It was so frustrating to not be able to use all the abilities of Nyrulna as a pact weapon. Still working in v4.1.1 of the game.
58 comments
It wasn't working right out of the box for me, so I unpacked and made a new meta.lsx for the latest game version. I thinkt the issue was that version number was given as int32 but the game can only handle int64 as it seems. This fixed the mod, runs perfectly now.
1. Install this mod.
2. Open LSLib Toolkit, go to the "PAK / LSV Tools" tab
3. Under "Extract package" select the "WarlockThrow.pak" from your mod folder (most likeley %localappdata%\Larian Studios\Baldur's Gate 3\Mods\WarlockThrow.pak)
4. Select any folder for "Destination path", I just named it %localappdata%\Larian Studios\Baldur's Gate 3\Mods\warlockthrow
5. Hit extract
6. Go to your extract folder from step 4, open the Meta.lsx file (in the Mods\WarlockThrow subfolder) with a text editor. I recommend Notepad++.
7. Delete everything inside, and paste this:
<?xml version="1.0" encoding="UTF-8"?>
<save>
<version major="4" minor="0" revision="0" build="49"/>
<region id="Config">
<node id="root">
<children>
<node id="Dependencies"/>
<node id="ModuleInfo">
<attribute id="Author" type="LSWString" value="SimplyNoah"/>
<attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
<attribute id="Description" type="LSWString" value="Allows Warlocks to throw bound weapons"/>
<attribute id="Folder" type="LSWString" value="WarlockThrow"/>
<attribute id="GMTemplate" type="FixedString" value=""/>
<attribute id="LobbyLevelName" type="FixedString" value=""/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/>
<attribute id="MenuLevelName" type="FixedString" value=""/>
<attribute id="Name" type="FixedString" value="WarlockThrow"/>
<attribute id="NumPlayers" type="uint8" value="4"/>
<attribute id="PhotoBooth" type="FixedString" value=""/>
<attribute id="StartupLevelName" type="FixedString" value=""/>
<attribute id="Tags" type="LSWString" value=""/>
<attribute id="Type" type="FixedString" value="Add-on"/>
<attribute id="UUID" type="FixedString" value="5d7414a8-d3c8-46b8-b251-2015bac284dc"/>
<attribute id="Version" type="int64" value="36169534507319296"/>
<children>
<node id="PublishVersion">
<attribute id="Version" type="int64" value="36169534507319296"/>
</node>
<node id="Scripts"/>
<node id="TargetModes">
<children>
<node id="Target">
<attribute id="Object" type="FixedString" value="Story"/>
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>
8. Save the file.
9. Back to LSLib Tools, under "Create package" select your folder from step 4 as source folder, and use the path from step 3 as "package path" here. This will overwrite the original mod.
It should look something like this
10. Make sure to check that Version is set to V18 and Compression to LZ4 HC, hit Create and done.
Let me know if it worked for you.
Since this fix overwrites the original mod file you don't have to change anything in the mod launcher.
Am I doing something wrong? Or is it because of the new patch?
Still working in v4.1.1 of the game.