this is a basic requirement to generate this weapon
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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
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thanks for the step by step guide provided by https://www.nexusmods.com/baldursgate3/mods/1514, without wihch I could not make it.
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This is the second complete weapon I have tried to make, and it is very close to the original in terms of completion, but there is still a lot to improve and learn. You can also use this mod as a template to copy and create your own mod. The MAIN CHANGES INVOLVED IN THIS WEAPON ARE THE INCREASED PASSIVITY OF ARMING WEAPONS, NEW ACTIONS AND SPELLS UNLOCKED BY WEAPONS, AND changes TO BASIC WEAPON templates such AS DAMAGE type, WEAPON ENCHant, AND WEAPON EXTRA DAMAGE TYPE. I can say that these changes are very basic changes, there are many, many areas where I can develop my imagination, and I will continue to learn and try to make new weapons. The name of this weapon is thief's hand, which is made with the thief's class attributes in mind, and the base template is derived from the first blood dagger.
This weapon can be installed directly through the BG3 mod manager, the strength is not very damaging to the balance of the game, but I designed it as a graduate weapon, so it may be too powerful in the early game to make the game easy. The SpawnAnyItem mod needs to be installed to use it. The uuid of this weapon is 155febe6-885e-4d69-9058-48404ccd57eb. Copy this ID and paste it according to the instructions in SpawnAnyItem. After that, it can be summoned by the in-game spell.
Note: I AM IN accordance with my mother TONGUE, that is, Chinese to produce, INSIDE the effect description is used in Chinese, here first declare. Two PASSIVE EFFECTS AFTER ARMING: 1. Reduces the number of throw POINTS required to DEAL a CRITICAL HIT BY 5 2. Deals an additional 1d10 Radiance damage to the target after dealing fire damage