-"What was that for?" Scales with character level (As always the screenshot shows a level 1 character with no modifiers). This makes the weapon scales with both upgrade and level.
-Class actions and any other action not directly provide by the weapon (other than default attacks) will use normal attack effects. Gameplay wise, everything will work fine anyway, you just don't get the fire VFX and louder SFX.
-There's no way to give it a decent sheat position, so I just hide them when sheated.FIxed from 1.0.1
-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!
Update 1.0.1
-Fixed sheating, weapon will now properly show on back. ALL CREDITS GOES TO Tet42 who makes the fix for their The Gunslingers and send over the fixes.
Update 1.0.2
-Minor texture improvements (There's some glow in the gemstone now and the presion meter can be seen)
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
Are you using "full steam ahead"? If yes, then you probably have either low constitution or really bad luck and failing all your saving throws from it.
Just to throw this out there, this makes the most sense to me as a Githyanki weapon given they’re supposed to have spaceships and s#*! according to their lore. Just my 2 cents
Could we possibly get a version without the misfire and reduction to movement speed? It's such a cool mod and item but the costs far outweigh the bonuses in my opinion and make it hard to justify using it from a balance point of view. Or the option of getting rid of all the added actions and effects, just having the vfx and sfx with +1-3 bonuses.
Honestly If anything, I'll add more debuffs I think the ones it have now still make it really strong. Worst thing after all is dropping the weapon and it requires both, a critical miss and fail a ST.
Edit weapon stats for BG3 is really easy if you want to try for yourself, just txt edits. You can find plenty of info on the wiki and even here searching about it.
If you would like the version I made as an optional file, I'd be more than happy to send it your way. Does the following:
Uncommon: +1 dealing 1d12 piercing damage Rare: +1 dealing 1d12 piercing damage + 1d6 force damage 100 ft. range Very Rare: +2 dealing 1d12 piercing damage + 1d8 force damage 120 ft. range Crit range reduced by 1 Legendary: +3 dealing 1d12 force damage + 1d10 force damage 140 ft. range Crit range reduced by 1 Sniper Shot
I essentially got rid of all the debuffs, charging, and one of the bonus abilities to try and stay true to the simplification of 5e balancing. I was wanting to turn the sniper shot into simply casting disintegrate using the animations for the basic shot, as well as changing the piercing shot to be the same animations and sound effects as the basic shot but am not sure how to go about some of it (and also not having the time atm to do so).
P.S. I'd love to hear your thoughts on this as it was my first time doing any kind of mod editing. Also, thank you for making the samples on each of the files for ease of editing.
Your progressions seens ok and you tone down a little from mine. I still don't like the weapon not having drawbacks, without it's just strong that any bow or crossbow so you just pick it instead. I think the penalties make the weapon feels strong as it should but there's still room for decision on wich weapon you prefer.
This weapon is so amazing but im trying to find a class to build it around. Im sturggling. I might do Artifer since it fits the flavor but im not sure since the BA to shoot. Any ideas?
I've been playing an artificer 9 rogue 3, if you're interested in my input. Stacking a lot of +1's from artificer infusions + magic weapon + draconic elemental weapon, which is fun, thematically appropriate for the artificer and reduces miss chance. You would need to be either armorer or Battle smith for the extra attack on level 5 which is disappointing because Artillerist seems like a better themed class for this weapon. I picked up the levels in thief hoping I could do a second steam charge again however you can't however the bonus action is still broadly useful either to enable repeating shot from Artificer infusions or to do something else like jump since your first bonus is always committed.
I would not recommend specing around any class that adds additional attacks, like fighters with action surge or Gloomstalker ranger, or else you should respec after you hit level 5. (Although 1 level dips for archery fighting style could be very useful if you're having a hard time with consistency) You get two attack actions per steam charge and steam charge is per round, therefore even after you get the free attack at level 5 you aren't able to make more attacks than two attacks with the carbine even if you've got more actions and bonus actions. So those additional actions will have to go into melee attacks or spell casting or something
Based on how Full Steam Ahead and Infusion Shot works, going Swords Bard for slashing flourish would probably add additional projectiles to the attack and be the most optimal choice however I couldn't find a backstory I liked for it. This would probably let you get up to 6 projectiles per turn after you've killed the warden and unlocked Full Steam Ahead.
I'm pretty torn on if Risky ring is good or not. Advantage to prevent misfires is obviously good however the disadvantage on saving throws applies to your saves against Full Steam Ahead (and also dropping the weapon I think, haven't tested as I don't miss often) which means it can be difficult to maintain.
DeeplyCrimson made a very good analisys above, honestly there's very little left to add.
I didn't made it really with any class in mind, but there's some obvious sinergies. Thief will allow you to still have a bonus action after charge. Any class with extra attack seens almost a must, in order to make the most of your 2 shots per turn (an make the use of a bonus action left of a waste) but as pointed above more than extra attack can be a waste. And last, as also pointed by DeeplyCrimson, sword bard is the most dps option due to be able to shot up to 6 times per turn with full steam ahead and slashing flourish.
Ranger hunter lv11 with cleric/artificer to get the nice buffs. Even better if you can reach lv 20 and get rogue thief/assasin lv3, otherwise helm of grit. Minor illusion is very useful to aglomerate enemies. This equates to 4 great AoEs that apply weapon modifiers.
Don´t use risky ring since it gives you disadvantage on the CON saving for "full steam ahead", it is better to go for the darkness combo (arrow of darkness/spell with the artificer helmet that gives devil´s sight) to get advantage. Hide also works, but the best is probably duergar with invisibility cantrip. Use bloodlust elixir to get the extra action and use it to go invis and get advantage on the next turn when you execute someone.
The sad part is that it comes online way too late, but I think it is worth.
67 comments
Some notes:
-"What was that for?" Scales with character level (As always the screenshot shows a level 1 character with no modifiers). This makes the weapon scales with both upgrade and level.
-Class actions and any other action not directly provide by the weapon (other than default attacks) will use normal attack effects. Gameplay wise, everything will work fine anyway, you just don't get the fire VFX and louder SFX.
-There's no way to give it a decent sheat position, so I just hide them when sheated.FIxed from 1.0.1-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!
Update 1.0.1
-Fixed sheating, weapon will now properly show on back. ALL CREDITS GOES TO Tet42 who makes the fix for their The Gunslingers and send over the fixes.
Update 1.0.2
-Minor texture improvements (There's some glow in the gemstone now and the presion meter can be seen)
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
Never mind I found it
Edit weapon stats for BG3 is really easy if you want to try for yourself, just txt edits. You can find plenty of info on the wiki and even here searching about it.
Edit: after a couple hours of doing some research and messing with stuffs I was able to get it how I needed to.
Does the following:
Uncommon:
+1 dealing 1d12 piercing damage
Rare:
+1 dealing 1d12 piercing damage + 1d6 force damage
100 ft. range
Very Rare:
+2 dealing 1d12 piercing damage + 1d8 force damage
120 ft. range
Crit range reduced by 1
Legendary:
+3 dealing 1d12 force damage + 1d10 force damage
140 ft. range
Crit range reduced by 1
Sniper Shot
I essentially got rid of all the debuffs, charging, and one of the bonus abilities to try and stay true to the simplification of 5e balancing. I was wanting to turn the sniper shot into simply casting disintegrate using the animations for the basic shot, as well as changing the piercing shot to be the same animations and sound effects as the basic shot but am not sure how to go about some of it (and also not having the time atm to do so).
P.S. I'd love to hear your thoughts on this as it was my first time doing any kind of mod editing. Also, thank you for making the samples on each of the files for ease of editing.
Your progressions seens ok and you tone down a little from mine. I still don't like the weapon not having drawbacks, without it's just strong that any bow or crossbow so you just pick it instead. I think the penalties make the weapon feels strong as it should but there's still room for decision on wich weapon you prefer.
Stacking a lot of +1's from artificer infusions + magic weapon + draconic elemental weapon, which is fun, thematically appropriate for the artificer and reduces miss chance.
You would need to be either armorer or Battle smith for the extra attack on level 5 which is disappointing because Artillerist seems like a better themed class for this weapon.
I picked up the levels in thief hoping I could do a second steam charge again however you can't however the bonus action is still broadly useful either to enable repeating shot from Artificer infusions or to do something else like jump since your first bonus is always committed.
I would not recommend specing around any class that adds additional attacks, like fighters with action surge or Gloomstalker ranger, or else you should respec after you hit level 5. (Although 1 level dips for archery fighting style could be very useful if you're having a hard time with consistency)
You get two attack actions per steam charge and steam charge is per round, therefore even after you get the free attack at level 5 you aren't able to make more attacks than two attacks with the carbine even if you've got more actions and bonus actions. So those additional actions will have to go into melee attacks or spell casting or something
Based on how Full Steam Ahead and Infusion Shot works, going Swords Bard for slashing flourish would probably add additional projectiles to the attack and be the most optimal choice however I couldn't find a backstory I liked for it. This would probably let you get up to 6 projectiles per turn after you've killed the warden and unlocked Full Steam Ahead.
I'm pretty torn on if Risky ring is good or not. Advantage to prevent misfires is obviously good however the disadvantage on saving throws applies to your saves against Full Steam Ahead (and also dropping the weapon I think, haven't tested as I don't miss often) which means it can be difficult to maintain.
I didn't made it really with any class in mind, but there's some obvious sinergies. Thief will allow you to still have a bonus action after charge. Any class with extra attack seens almost a must, in order to make the most of your 2 shots per turn (an make the use of a bonus action left of a waste) but as pointed above more than extra attack can be a waste. And last, as also pointed by DeeplyCrimson, sword bard is the most dps option due to be able to shot up to 6 times per turn with full steam ahead and slashing flourish.
Don´t use risky ring since it gives you disadvantage on the CON saving for "full steam ahead", it is better to go for the darkness combo (arrow of darkness/spell with the artificer helmet that gives devil´s sight) to get advantage. Hide also works, but the best is probably duergar with invisibility cantrip. Use bloodlust elixir to get the extra action and use it to go invis and get advantage on the next turn when you execute someone.
The sad part is that it comes online way too late, but I think it is worth.
When it's charge you can change normally