Some notes about the screenshots stats (As always the screenshot shows a level 1 character with no modifiers):
-"Ancient Grudge" deals constitution modifier, min 1.
-Tenacity deals the highter, constitution or strength modifier or min 1.
-"Drunks Kicker" and "The bigger they are..." scales with level.
Also remember that there's no longer separate tutorial chest files for my mods, you can grab the all in one tutorial chest file here. Load it after all weaponry main files.
Cheers!
Hotfix 1.0.1: Fixed name on no unique models
Update 1.0.2:
-Rework Hold the line! to nerf it a little and also make it work better with kingsguard armor. Now it grants a reaction and add +2 AC if no shield is equipped.
As a fellow Felix and Gotrek enjoyer, I want to say thank you for "Look Snorri - trolls!" ... and also for providing flavorful, useful, interesting but not overpowered items for the game.
P.S I'm sooo sick of coming across modded weapons in Act 1 that are +2,Resistant to Fire, Resistant to Cold, +1D6 Necrotic and 3 spell abilities.
I will start by saying I love your mods and use most if not all of them, they are really fun and on the balance side which I appreciate!
Quick question: Axe of the Dwarven Kings has the return property but not the thrown one, meaning it does almost no damage when thrown, is this by design?
It's intended, I add both can't be disarmed and return as flavor rules, as no dwarf proud of themself will lost that axe. But return is there as flaver kind of "just in case of emergency", not to make it a throwable weapon, that will be the opposite of the intention
Pretty sure you aren't using the "real" dwarven battle axe and you just get my base model for testing that can't be obtained by normal means, using another mod or console commands. You should use the real things, that are either the ones that appear in the world as Location section tells or just the ones you get using the tutorial chest.
I'll look into it them, but if you have them installed from the start seens like an error with that tresaure table in particular. I'll fix it soon, in the meantime I fear you'll need to use the tutorial chest to grab it.
Edit: Ok, just checked and that one is my fault. You actually need to trade with the sleeping bugbear to get it.
As funny as sound to just wake him to buy a drunkard axe, I'm going to change the place better XD
Hi, currently in a new playthrough and in Act 1. Found the sleeping bugbear but he didn't have the Tavern Buddy on him. Did I do something wrong with the load order for the item not to spawn?
Additional context;
Didn't start the playthrough with the mod installed, got it circa beating the Paladins of Tyr.
Placed under the elven mods in the load order
Randomized Equipment Loot (ANCIENT) is installed but is placed above all the dwarven, elven & drow mods so it shouldn't affect the loot drops of the latter
Obviously your choice, but I recommend just use the tutorial chest to pick up items you miss. Using it, at least for my mods, won't create any issue to find the items inmersively in places forward (At least if you follow instructions and load it after weaponry mods XD).
That way you just pick up the items you should "legally" have but you lost cause the "load rule", ignore the rest and find them inmersive later.
You can even remove my tutorial chest after all (As long as you just pick up the items and not the chest itself), it won't create issues with your save.
I see, thanks for the tip. Might go with this route just to save time. Thanks again for the assistance, looking forward to any future mods down the pipeline :D
I know doing armors for dwarfs can be quite hard but what about doing a mod with dwarven shields? I bet you could come up with some interesting mechanics for these shields :D Anyway loving your mods!
I'll like to add them with armors, like in other mods in the series. But yes, armors for dwarfs can be a bit rough so something like that is another option I'm taking into account.
Kingsguard might need to be nerfed. Its a +3 AC mainhand sheild atm incase any of my casters (16 con for saving throws) or bow users (not a +3 here, but still better than Defender Flail) are in danger of getting hit. Possibly make it so that it only applies if you've made a melee attack with it this turn? I don't know if you can lower the cap without hurting its intended purpose.
You are probably right. I think is more a question of playstile, I always see like a waste put more than 14 CON on anything (I only use more on dwarf characters, just for fluff reasons, and that's why there's several CON related bonus here), I also always see like a waste not equip a caster with something that increased casting ability (DC, spell rolls...) as weapon.
Still probably too strong for a blue (having in mind it also add a reaction) and anyway I want to change it becasue I have the kingsguard armor on wip and it's going to overlap too much.
You are one of the best modders of all BG3... One day I hope to see Dwarven Armory: Armors, I feel like dwarves were forgotten in this game, I want to do a hobbit inspired run with 13 dwarves but I am waiting for someone to add dwarf looking armor
52 comments
Some notes about the screenshots stats (As always the screenshot shows a level 1 character with no modifiers):
-"Ancient Grudge" deals constitution modifier, min 1.
-Tenacity deals the highter, constitution or strength modifier or min 1.
-"Drunks Kicker" and "The bigger they are..." scales with level.
Also remember that there's no longer separate tutorial chest files for my mods, you can grab the all in one tutorial chest file here. Load it after all weaponry main files.
Cheers!
Hotfix 1.0.1: Fixed name on no unique models
Update 1.0.2:
-Rework Hold the line! to nerf it a little and also make it work better with kingsguard armor. Now it grants a reaction and add +2 AC if no shield is equipped.
Update 1.0.3
-Text improved. Big thanks to aceofpie for it!
-Some minor DRS fixes.
-Change "Tavern Buddy" placement to Apothecary Cellar, as the bugbear has it for sale instead of loot.
P.S I'm sooo sick of coming across modded weapons in Act 1 that are +2,Resistant to Fire, Resistant to Cold, +1D6 Necrotic and 3 spell abilities.
I will start by saying I love your mods and use most if not all of them, they are really fun and on the balance side which I appreciate!
Quick question: Axe of the Dwarven Kings has the return property but not the thrown one, meaning it does almost no damage when thrown, is this by design?
Thank you!
Edit: Ok, just checked and that one is my fault. You actually need to trade with the sleeping bugbear to get it.
As funny as sound to just wake him to buy a drunkard axe, I'm going to change the place better XD
Additional context;
That way you just pick up the items you should "legally" have but you lost cause the "load rule", ignore the rest and find them inmersive later.
You can even remove my tutorial chest after all (As long as you just pick up the items and not the chest itself), it won't create issues with your save.
I'll like to add them with armors, like in other mods in the series. But yes, armors for dwarfs can be a bit rough so something like that is another option I'm taking into account.
Possibly make it so that it only applies if you've made a melee attack with it this turn? I don't know if you can lower the cap without hurting its intended purpose.
Still probably too strong for a blue (having in mind it also add a reaction) and anyway I want to change it becasue I have the kingsguard armor on wip and it's going to overlap too much.
I really like to do some dwarven armor, but dwarven body is a hell to work with and is beyond my skill