Hey, really loved this mod when i played with it a few months ago. Wanted to do another playthrough with it again with the other subclass. I just read that you are planning on maybe reworking this mod a bit. Do you think this will be done anytime in the next few weeks or will it take a bit longer? Sorry if this comes off as demanding in some way, it is not at all intended to be. I understand that modding is something that is done when you are in the mood to spend your free time on it which is sometimes difficult to get. So spend as much time on it as you are able and willing to. Just wanted to ask so i wouldnt plan a build around its current adaptation, just for you to then possibly release an even better version whenever (or if) you release the rework. Thanks again for making this mod. I love playing shade in vt2 and this feels like almost as close to the original as you could get in bg3. Looking forward to playing the umbral subclass as well since it seems a bit closer to the shade from vt2 just that instead of stealth on parries you can teleport away. Khaines hand was also fun and reminded me of what its like to go all on on attack speed with dual daggers.
Love the concept of the mod. Hells, loved your mod, it's amazing, and came right on time for me.
I read below you're considering doing a rework. Is there a reason why you decided to give each skill their own charges? I'd think a single shared pool, like Ki does, would go more in line with the game's classes phylosophy, and would give the player more freedom and agency.
In general, amazing class, was roleplaying a drukhari wych and this was SO perfect, now doing it again to try the second subclass. Would really love if you think of that alternative approach, yet I completely understand you have your reasons.
I did it that way cuz it was painful to display action resources before. Now it's much easier and doesn't require the users to download a specific version of IUI, so I think I should rework it and give it like you just said a shared resource for all skills.
Anyhow, ty vm for your comments, it's very heart-warming ! I took a little break on modding but I might come back rather soon and start by reworking Shade !
Another approach could be leveled spell slots. Currently, with the Unlimited version, the class reminds me of the Path of War from Pathfinder/Tome of Battle from D&D 3.5, with different offensive and defensive maneuvers that use all kind of actions. The system uses the same as leveled spell slots, but with less magical power and a lower ceiling, in exchange of a reloading system to never limit yourself to just full attack (only difference being Unlimited is busted is hilarious love it).
also Infiltration as Bonus and a less powerful attack after it would be a way to rebalance it, having the main skill of the class being a one use per long rest is… odd.
sorry, just enthusiastic about your mod. It really is amazingly well done, Gap Closer is one of my fav skills ever.
so im trying the mod out and i cant figure out how the lingering shadows work like i cast it but i dont teleport any were and there some shadow called umbra following me that invisible i tried to cast it on that to see if maybe it worked like we trade places but nothing happens is there a video guide on the class anywhere?? and it says the umbra has attacks and stuff but i cant do anything with it at all
trying out this mod for a modded multiplayer run. i noticed that for some reason my character has a constant invisibility effect when walking around. I'm not invisible, npcs and others can still see me. I just have the effect of it. any ideas why this happened?
Cool mod. Really makes it feel closer to how it works in Divinity but could I ask that you maybe add proper "resources" to the mod? I know there are hidden resources that say how often you can cast spell x and it would be nice to see ingame how often
It was made that way because displaying custom actions resources was painful before p7. Also, displaying 3 custom resources will just bloat the hotbar for nothing, so it's not ideal. I'm considering reworking it and including a resource, but I have no time rn so it'll have to wait.
I was wondering if there was a way to add support with https://www.nexusmods.com/baldursgate3/mods/2370?tab=description(Arsenal Overhaul) with the heavy bleeding passive and to get coatings in general to work with Shade's bleed/poison passives like Blood Kin. Thank you very much!
u should definetly do it man imo umbral shade's interaction with enviorement is restricted and you should make it use lingering shadows outside of combat
186 comments
Thanks again for making this mod. I love playing shade in vt2 and this feels like almost as close to the original as you could get in bg3. Looking forward to playing the umbral subclass as well since it seems a bit closer to the shade from vt2 just that instead of stealth on parries you can teleport away. Khaines hand was also fun and reminded me of what its like to go all on on attack speed with dual daggers.
I read below you're considering doing a rework. Is there a reason why you decided to give each skill their own charges? I'd think a single shared pool, like Ki does, would go more in line with the game's classes phylosophy, and would give the player more freedom and agency.
In general, amazing class, was roleplaying a drukhari wych and this was SO perfect, now doing it again to try the second subclass. Would really love if you think of that alternative approach, yet I completely understand you have your reasons.
Thank you.
Anyhow, ty vm for your comments, it's very heart-warming ! I took a little break on modding but I might come back rather soon and start by reworking Shade !
also Infiltration as Bonus and a less powerful attack after it would be a way to rebalance it, having the main skill of the class being a one use per long rest is… odd.
sorry, just enthusiastic about your mod. It really is amazingly well done, Gap Closer is one of my fav skills ever.
-Rogue
-Shade (useless, just for style)
I'm considering reworking it and including a resource, but I have no time rn so it'll have to wait.
I checked all the other passives off since I'm using the solar race mod and they only appear when I use the shade class.
Thanks for the quick reply!
I was wondering if there was a way to add support with https://www.nexusmods.com/baldursgate3/mods/2370?tab=description(Arsenal Overhaul) with the heavy bleeding passive and to get coatings in general to work with Shade's bleed/poison passives like Blood Kin. Thank you very much!
and you should make it use lingering shadows outside of combat