No longer requires Script Extender - FED is now used for item distribution
If you aren't already using the Mod.io version - the UUID for the mod is different - Start a new save before updating.
Removed 'Unique' Tag from items
Update 1.2.5
Optional file which adds the Brand requirement to some pre-existing absolute items for better thematics
Update 1.2.0
Update for Patch 7, Removed Mod Fixer
Update 1.1.0
Reduced the radius of Echoing Anguish on Absolute's Echo from 3m to 1.5 meters
Reduced the radius of Cleansing Pain on Absolute's Benediction from 3m to 1.5m and increased damage from 1d4 to 2d4
The Absolute's Embrace - Absolute's Resilience reworked - When hit by a melee weapon attack, you gain 2d6 temp hp and can only occur once per short rest
For anyone playing with a mod list full of new magic items, and struggling to get the game to feel balanced, Zerd's RAW has an option to add attunement to BG3. You can match the tabletop limit of 3 items, or follow the Listonomicon example of a 5-item limit, or any more or less you think you need. To save you time unpacking every mod on Nexus so you can add modded items to the attunement list, I have made a file for GraphicFade's mods you can download/use/copy/modify/whatever. There are also files for about 31 other mods :)
Listonomicon (if you decide to check out our modlist) also gives the features of the magic items from this mod to the agents of the Absolute (Nere, The Warden, Z'rell, others). So be on the look out for that >:)
just a suggestion for this. your mods are top notch. but many of the weapons in this one are hard to use because they all lack weapon enchantments (+1 / +2 / +3 to weapon damage and attack rolls). without it it makes some of these weapons hard to use in later stages of the game due to poor hit chance and damage compared to normal enchanted weapons
Thank you for the feedback! I intentionally limited each weapon enchantment to +1 to ensure fairness across classes, as some class-specific items aren't weapons.
Is it possible that this mod is accidentally marking characters as Branded before even getting to the Goblin Camp? This has happened in 3 different saves now for various different characters who get the tag, and I'm not sure why.
This mod shouldn't do anything like that. It only checks if the player has the tag 'branded', if they don't have the tag, they can't equip the item. Nothing fancy with the code. I can do some testing later and see if there is an issue though.
I see. I wonder if its just another thing about Patch 7, as I recently discovered there is also a known bug with Paladin spellbooks I thought a mod was causing. I will try to keep an eye on this as I progress through another fresh save. Just recruited everyone before the intro grove fight and no one has the brand yet. Will try to speedrun my way there and see who does and doesn't get it. Because interestingly I think the game won't let me equip this stuff if I get the "bugged brand" tag, only if I do it the legit way. Will test and report back, hopefully it may help.
Oh, I understand now. Certain items give the tag of "Branded" like the Gloves of Power. I did read it's description, but didn't understand what it meant until now. That's really interesting. I just need to make sure to unequip them to get the real permanent brand.
Love the mod. What is the base graphical asset for the Absolute's Scourge robe? I really want a version with white fur on the shoulders for my Santa Claus-themed Tav!
Thanks. Its an already existing item in the game, just was never implemented by Larian and was only used for NPC - I can't recall what its named but in the toolkit it will appear if your search Absolute.
Thank you! When I initially played the game and had taken the brand I was really disappointed with the lack of items it had an influence on, so that's why I made this. I will probably make an optional patch later that will make the other branded equipment conditional as well so they will be more thematic and I know "Ring of Absolute Force" is bugged stating you need the brand when you actually don't.
aw that almost makes me blush. I'm currently writing a solid documentation, but I can answer any question you might have. Cuz from the feedback I received it's a little bit confusing.
Hello, petal. I believe that if you want to make this mod REL friendly then epic tier weapons(purple) should be +2 enchantment. Currently it's +1. Absolute's dominion should get arcane enchantment +1(unless needle blight is super strong which I doubt).The absoulute's embrace is trash tier. It's basically 5%(or +-10% if enemy have advantage) to get +3 temp hp after getting hit. Way too weak. I have no way to test it given that all items are locked behind having brand but reading through items I feel like those 2 need buff.
Also: If people are using other mods these 2 below might be quite OP. I know it's up to user if they want to abuse them or not. With some other class mods Absolute's Scrouge can get out of hand given there are few class mods that are built around psychic damage. With some other item mods Absolute's Benediction can get out of hand if it is 1-4dmg per heal given I recall few items that are capable of triggering hit point restoration few times per turn. But Im running list with 1000 extra items with REL, REL_SE and randomized loot generator so take my opinion with grain of salt. Overall pretty dope mod.
Thank you for the feedback! I initially limited each weapon enchantment to +1 to ensure fairness across classes, as some class-specific items aren't weapons. I agree that Absolute's Embrace could benefit from a buff. I'm considering increasing it to 2d6, but I'd love to hear more opinions before finalizing that. Regarding Absolute's Scourge, here's what I've outlined on its description page:
Bend the Weak: The vulnerability lasts for 3 turns OR until the target takes psychic damage, requiring a Constitution saving throw of 14. I believe this strikes a good balance, considering the saving throw requirement and the fact that the debuff is removed after a single instance of psychic damage.
For Absolute's Benediction, my goal was to provide Clerics with more flexibility, allowing them to heal an ally and inflict damage, even if it's minimal. However, I would consider reducing the 3-meter radius. Since it lacks weapon enchantment I had initially left it at 3 meters. Perhaps reducing it to 1.5 meters would be more appropriate. Again, I truly appreciate your feedback and insights!
Well given it's removed after single instance its perfectly fine. I was scared of something like bhaalist armour with psychic vulnerability. For now I would leave Benediction as it is. And For absolute embrace I would say even 2d6 is still too weak. Maybe give it additional effect like applying weak grip condition on person who inflicted critical hit for 1/2 turns.Even something stronger should work given that critical hits are really rare. Also after grymforge you will usually carry Grymskull Helm helmet on 1st line melee/adamantine shield on caster making this item kind of redundant.
Because its an uncommon that you can obtain in act 1 it isn't meant to be very strong, I could probably make it - When hit by a melee attack you gain 1d6/2d4 temp hp, can only occur once per short rest.
So, I did recently start a new playthrough of the game and I'm in the Wilderness, but haven't reach the Grove yet...would the Act 1 items still spawn on Flind and any others I haven't encountered yet?
29 comments
Update 1.3.0
- No longer requires Script Extender - FED is now used for item distribution
- If you aren't already using the Mod.io version - the UUID for the mod is different - Start a new save before updating.
- Removed 'Unique' Tag from items
Update 1.2.5
- Optional file which adds the Brand requirement to some pre-existing absolute items for better thematics
Update 1.2.0
- Update for Patch 7, Removed Mod Fixer
Update 1.1.0Listonomicon (if you decide to check out our modlist) also gives the features of the magic items from this mod to the agents of the Absolute (Nere, The Warden, Z'rell, others). So be on the look out for that >:)
I see. I wonder if its just another thing about Patch 7, as I recently discovered there is also a known bug with Paladin spellbooks I thought a mod was causing. I will try to keep an eye on this as I progress through another fresh save. Just recruited everyone before the intro grove fight and no one has the brand yet. Will try to speedrun my way there and see who does and doesn't get it. Because interestingly I think the game won't let me equip this stuff if I get the "bugged brand" tag, only if I do it the legit way. Will test and report back, hopefully it may help.Oh, I understand now. Certain items give the tag of "Branded" like the Gloves of Power. I did read it's description, but didn't understand what it meant until now. That's really interesting. I just need to make sure to unequip them to get the real permanent brand.
I am glad it's not just me making absolute related content now, especially now that patch 7 is out.
Also, i like that the stuff is conditional on the brand, i always thought that mechanic should have had more stuff attached to it
Joke aside, cool mod, learned of it cuz you use a -sortof- backstab mechanic. Great job.
Absolute's dominion should get arcane enchantment +1(unless needle blight is super strong which I doubt).The absoulute's embrace is trash tier. It's basically 5%(or +-10% if enemy have advantage) to get +3 temp hp after getting hit. Way too weak. I have no way to test it given that all items are locked behind having brand but reading through items I feel like those 2 need buff.
Also:
If people are using other mods these 2 below might be quite OP. I know it's up to user if they want to abuse them or not.
With some other class mods Absolute's Scrouge can get out of hand given there are few class mods that are built around psychic damage.
With some other item mods Absolute's Benediction can get out of hand if it is 1-4dmg per heal given I recall few items that are capable of triggering hit point restoration few times per turn. But Im running list with 1000 extra items with REL, REL_SE and randomized loot generator so take my opinion with grain of salt.
Overall pretty dope mod.
I agree that Absolute's Embrace could benefit from a buff. I'm considering increasing it to 2d6, but I'd love to hear more opinions before finalizing that.
Regarding Absolute's Scourge, here's what I've outlined on its description page:
- Bend the Weak: The vulnerability lasts for 3 turns OR until the target takes psychic damage, requiring a Constitution saving throw of 14. I believe this strikes a good balance, considering the saving throw requirement and the fact that the debuff is removed after a single instance of psychic damage.
For Absolute's Benediction, my goal was to provide Clerics with more flexibility, allowing them to heal an ally and inflict damage, even if it's minimal. However, I would consider reducing the 3-meter radius. Since it lacks weapon enchantment I had initially left it at 3 meters. Perhaps reducing it to 1.5 meters would be more appropriate.Again, I truly appreciate your feedback and insights!