I really like this modified version of the Four Elements! It so simply enhances the power of the Four Elements, so I made a CHT CHS translation and wanted to ask: would you mind if I upload the translation to Nexus for other Chinese speakers to use? (Of course, it would only include the translation, and they would still need to download your original mod.)
Additionally, I wanted to ask about an issue: when I ended the Breath of Winter concentration, an "%%%EMPTY" state appeared. I'm not sure if this is caused by the changes I made to the number of abilities gained at level 3 in the mod. Could this be the reason?
Could you also update the descriptions for Seal of the Raging Vortex, Skyshatter Strike, and River of Flame to make them align more closely with the martial arts theme?
Lastly, a small request: is it possible to modify the sound effects of certain abilities? Some of the new abilities are derived from spells, so they use spellcasting sound effects when activated. This feels a bit immersion-breaking during RP moments.(I still love this mod!!)
IMO this is the best of all the redesigns for this subclass on a conceptual level, but the limit of 6 spells you can use total by level 12 is so limiting. Is there any way edit this mod and increase the cap?
Nvm, found a workaround myself. Used the modder multitool (look online) to unpack the .pak file, found the progressions.lsx file, opened in notepad, and found the following line:
This will give you 6 spells to work with at the start, for a total of 9 by level 12 - which I think is a nice amount to allow flexibility but also force choices. It won't give a consistent increase as you level up (couldn't figure that out), but by giving you more slots up front, you can use the replace spells feature as you increase in level to keep them current.
Then use the same multitool to repack the file and install as usual.
Tried to keep it close to vanilla to make the player have to Choose. I can probably whip up an alternate file (like what you did) for people to download if they want.
My favorite of the dozen or so four elements mods on the nexus. When and if you update this, would you consider adding a hold monster variant of clench of the north wind at level 9?
and again: new idea: can you add more wet condition compliance features to water themed abilities? i think there can be comboes(though itll also be a must to lower the damage dice of lightning and cold damage spell to not make it too op)
Orb of Solar Wrath: Huh. weird. I'll try to get around to looking into it. been on a long break from BG3 (modding that is), but i can try to take a look at it in the next week or so.
conflict with better caster progression, the touch of storm gained through it is the vanilla version, any chance you made a new version of tough of storm?
or in other words did you make a new version of the monk spell instead of changing the vanilla one, causing your version to not be recognized by the better caster progression mod?
Correct, all of my spells use their own UUIDs, this was to prevent any changes to my spells from any other overhauls or anything you might have installed, figured it was the lesser of the two evils, but the downside is that overhauls like the one you mentioned wont work without a patch
hold up, wierd idea, why not let power of the raiju, make the character teleport to the tip of the effect range while doing damage at the same time? :D
Would love to, but mechanically its a bit difficult to pull off. (a bit = i dont even know if i could get it down to where the timing looks visually good on screen)
With the Ki abilities now considered spells, does this mean that they cannot be used while raging? I was going to make a fire based Barbarian/monk multiclass build for Karlaach and I don't know if this mod will work for it or not.
I am admittedly a bit unsure - I didn’t get a chance to test this. If you give it a try and it doesn’t work, let me know, and I’ll see if I can do anything about it.
Got it, I’ll see what (if anything) I can do - I designed the subclass with the intent of not multiclassing, but if it’s something that can be fixed easily I’ll do so, if not I’ll get around to a work around eventually. Making them not spells ruins their item interactions.
Sorry for the late reply. August was a rough month for me, and I’m waiting for patch 7 to shake out before getting back into it, as it were. This is still on my radar
51 comments
Additionally, I wanted to ask about an issue: when I ended the Breath of Winter concentration, an "%%%EMPTY" state appeared. I'm not sure if this is caused by the changes I made to the number of abilities gained at level 3 in the mod. Could this be the reason?
Could you also update the descriptions for Seal of the Raging Vortex, Skyshatter Strike, and River of Flame to make them align more closely with the martial arts theme?
Lastly, a small request: is it possible to modify the sound effects of certain abilities? Some of the new abilities are derived from spells, so they use spellcasting sound effects when activated. This feels a bit immersion-breaking during RP moments.(I still love this mod!!)
value="AddSpells(de3d347b-69f4-43ac-915d-26e7cbb912bc);SelectSpells(9da8ef4f-676b-46f1-81e4-f7c3cfd1c34c,3,0,FourElements,,,AlwaysPrepared)"
Changed the 3,0 to 6,0.
This will give you 6 spells to work with at the start, for a total of 9 by level 12 - which I think is a nice amount to allow flexibility but also force choices. It won't give a consistent increase as you level up (couldn't figure that out), but by giving you more slots up front, you can use the replace spells feature as you increase in level to keep them current.
Then use the same multitool to repack the file and install as usual.
Skyshatter Strike: See above
Wet condition - idk. i go back and forth on it.
:D
Does this need any update for the patch 7?
Any intention to add on mod.io?