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Sumradagnoth

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sumradagnoth8

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  1. sumradagnoth8
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    PLEASE READ PRIOR TO POSTING


    • The single greatest thing you can do for me if you like my work is to Endorse this mod, and give me a Kudos on my profile.  I appreciate you!
    • If you have questions about the subclass not appearing, please read this article on load order and requirements.
    • Please include screenshots and a detailed description of the sequence of events when reporting a bug.
  2. roykr
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    I now have this as part of the merged mod that's available in-game.
    I'm having an issue where "The Sparkle Hands" gloves don't give me lightning charges on unarmed strikes. This persists even if I turn off the elemental damage conversion passive.
    1. sumradagnoth8
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      Just tested with the elemental toggles off and on... no issue found with gaining lightning charges in either situation
      Likely some other mod or something else causing the problem
    2. roykr
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      Thanks. It's strange considering I've no mods that should affect the item. Very few mods in general, in fact.
      Am I correct in assuming the version on Larian's manager only has Improved UI as a pre-requisite? (I do have script extender running, in case that matters).
      By the way I also found another case of strange behaviour; I had my monk punch a Redcap while Lae'Zel was standing behind it, and the attack hit both of them. I repeated it several times.
    3. roykr
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      Update: I tested the gloves with a different character, a non-modded class, and he did gain lightning charges, so I doubt it's a different mod affecting the item. Am I missing a mod dependency, perhaps?
    4. sumradagnoth8
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      Hitting other nearby entities is a bug - thanks I’ll get that fixed 
      there’s no other dependencies for the mod, no. And I can’t reproduce what you’re seeing with the gloves
    5. sumradagnoth8
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      In this screenshot - you had Draconic strike lightning active? How close were the other characters to the gnoll exactly?

      also, what level is your monk?
    6. roykr
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      I am now getting the lightning charges. Could be because I restarted the game, or because I long rested. Weird.
      Other characters have to be very close (The circles on the ground almost touching) and behind the target to get hit.
      I am Monk level 4 with "Draconic Strike: Lightning" active.
    7. sumradagnoth8
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      Ok I know what the issue is with the blast hitting the close entities - should have a fix up tomorrow 
    8. roykr
      roykr
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      Now I'm back to not getting lightning charges...
    9. roykr
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      I've another bug to report. This time my damage isn't being converted despite having the Dragon Disciple passive activated.
    10. sumradagnoth8
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      Which element? Using the new version?
    11. roykr
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      Using the updated version.
      Still lightning. Happened randomly but re-toggling it fixed it and haven't had it happen since.
    12. sumradagnoth8
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      Yeah the code behind the passive needed to change so off and on to reset the status is the way to go
  3. DBSBeastGohan
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    all your monk subclasses show up for me but this one any idea why?
    1. sumradagnoth8
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      That is almost always an issue with your compatibility framework + community library load. 
  4. brblostmycrayons
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    hello,
    i plan to use this monk 5e adjustments https://www.nexusmods.com/baldursgate3/mods/1411 along with this 13-20 expansion mod https://www.nexusmods.com/baldursgate3/mods/279 and i just want to double check after checking out the mentioned Tasha's Fighting Styles RAW mod due to the unarmed fighting mod style -- although i guess this is the wrong place to ask, but, arrrgh, um, do you know if the unarmed fighting will interfere with monk stuff at all? (without even taking the unarmed fighting style as monk, so maybe it's an excessively silly worry) 
    1. sumradagnoth8
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      the tashas fighting styles mod is great... i use it
      for a monk, youd never really take the unarmed fighting style feat unless you were specifically trying to make a grappling build...
    2. brblostmycrayons
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      okay, good to know, thank you!! i just wanted to make sure even without taking the feat it wouldn't change something about the monk unarmed damage itself uwuwuwu i appreciate youx9001
    3. sumradagnoth8
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      Nah - the monk unarmed damage scales better than the fighting style provides
  5. AxxysWyld
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    Any chance you could give us some of those nice scales that the draconic sorcerers get when we choose this subclass?It would be very cool looking and would reinforce the draconic visuals even more. :)
    1. sumradagnoth8
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      That’s not a terrible idea I’ll look into it!
    2. Agency0Ax
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      +1
  6. Illius
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    I have a question, just to find something out.

    I started playing with this mod and a few that were advised to use with it. My question is related to the breath attacks. I was using the Staff of the Unyielding Tree for Act 1 from this mod.

    https://www.nexusmods.com/baldursgate3/mods/7254?tab=description

    I know a monk should for the most part not use a weapon, but fists. But the staff has its moments for now. However, there was a moment where I wanted to use the fire breath on an enemy. And I picked the short ranged version (6 meters?) and clicked on the enemy. But instead of the breath weapon, the staff was used. Do the breath weapon attacks only work with no weapon in hand?

    I am just curious to know, and if that is the case, then I will hot bar any Monk weapon I end up with for moments that it could be useful. Or if this build absolutely does not need one, then get rid of it completely.
    1. sumradagnoth8
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      My guess is that something goofed when you were clicking and the default weapon action was used on the enemy. The breath weapons have no reliance on your weapons and operate independently. So I think it might have been a mis click 
    2. Illius
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      OK, thank you.
  7. Xseede
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    Hi. Dragon breaths are bugged. No animation.
    1. sumradagnoth8
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      Looks good on my end. Read the threads below as someone else had this issue and explained how to fix it 
    2. Xseede
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      Got it... Just reset the game.
    3. Xseede
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      Could you also check this mode? https://www.nexusmods.com/baldursgate3/mods/12169?tab=files. Maybe this mod gives some conflict with animations from the subclass? 
    4. sumradagnoth8
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      Hmmm I am not sure on that... i am using the base game dragonborn animations but they do work for the base game races
      if you are using a custom race however, there might be an issue because animations are tied to skeletons.. so some custom stuff out there may not animate properly
    5. Xseede
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      This mode changes the base DB animation on Dragonborns. 
    6. Xseede
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      Off-topic. Could you give some info on how to fix old subclass mods? They have custom icons, but IUI and "better" mods change something. Maybe I will try to fix them... 
    7. sumradagnoth8
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      Any change to the base game animations could break any mod that is relying on those animation sequences...
    8. sumradagnoth8
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      Give me an example?
    9. Xseede
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      Bloodletter and subclasses from havsglimt. Icons are missing (sometimes partially like resource icons). 
    10. sumradagnoth8
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      Oh... all of that needs to be updated for Patch 7 as some of the directories have changed.
    11. Xseede
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      Could we do it somehow? How to open their mods? I have some tools. I could try to fix it. 
    12. Xseede
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      Also, the new patch doesn't fix the animation problem. Maybe I should try clean reinstallation. 
    13. sumradagnoth8
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      To my knowledge, Havs is on a break but will be back.  They will certainly fix their mods in due time.  I would not rerelease anything someone has done without their permission
    14. Xseede
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      Oh... Then I will wait. But Bloodletter class...
    15. Xseede
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      It was incompatibility with barb beast subclass. Any mod that changes "dragon breath" should be above barb beast subclass
    16. sumradagnoth8
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      Beast barb doesnt do anything with breath attacks though, and i dont change any base game breath animations
    17. Xseede
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      But it fixed all the problems. 
  8. taoquenlamcho
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    If I don't use the Expansion mod, I'll lose the skills Augment Breath, Blindsight, and Explosive Fury at level 17, right? Is there any option to get these skills without installing the Expansion mod? Thank you.
    1. sumradagnoth8
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      Those abilities are balanced for higher levels  I have not condensed them into levels 1-12
  9. Blochii
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    do you plan on doing any rogue subclasses?
    1. sumradagnoth8
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      Nah - LostSoul did all of them in Rogues Extra :)
  10. Lrbearclaw
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    Any chance of this being added to the official Mod Manager? I have been ITCHING to play my Monk with the proper subclass but wanted to wait for official mod support.
    1. sumradagnoth8
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      You can still use this mod by manually installing or using BG3MM
      Theres a lot of scripting requirements for this subclass, and a reliance on CF/CL (due to a bug in the Patch 7 native progression merging process)... so not sure it can ever be "official"
  11. Primodori
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    Is this going to be updated to patch 7?
    1. sumradagnoth8
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      All of mine will be yes.  I just got back from being away and can start work on this stuff now.
    2. sumradagnoth8
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      Its live now