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4zure

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4zure

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  1. 4zure
    4zure
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    Please do not post spoilers.
    Updated Version adds:
    1.2
    Darkvision bumped to superior.
    Moonlight Glaive explosion on attack and the Moonlight Butterflies skill.
    Now a 100% more Selune by cloning Lathander's Light into Moonlight.
    Optional File for a buffed up version of the Poisoner's Robes. You can use it in conjecture with the main file or one of the misc ones.
    1.1
    Universal spell casting ability modifier to the robe.
    Arcane Enchantment (+2 spell attack / spell dc) to the spear.
  2. Frostbitbait
    Frostbitbait
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    Seems to work well with patch 7, for anyone else coming along at this point. Modfixer wasn't built in, so you can just ignore the requirement prompt when you download it. 
  3. cam5d
    cam5d
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    Love that you recommend Vortex.  As someone that used both Norbyte's BG3MM and Vortex, than BG3MM has become the inferior in automation, flexibility and of course BG3MM is inferior in stability with its lack of backups and any support for anything other than a primitive basic PAK.  Mod authors got hung up on the outdated manager that BG3MM has become due to either admiration of Norbyte's SE or simply laziness of trying new managers, probably the latter.
  4. samarai999
    samarai999
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    No obligation to do this of course, but I would be thrilled if you could make a version of the robe that gets rid of the critical hit immunity?
  5. balwick
    balwick
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    edit; *Nevermind, question irrelevant* :)
  6. VampireCat92
    VampireCat92
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    is this compatible with the "selunite pack" by tepkunset? or should I do 'one or the other'?
    1. FilOups
      FilOups
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      deleted comment
  7. FTO17
    FTO17
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    Anyone else having a crashing problem while using Moonmaiden? I trial and errored my way through my mods and I think it's this one causing my game to crash when I reach Rivington.
  8. Anihack23
    Anihack23
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    Hi, I tried cloning the Moonlight Glaive's toggle-able light passive to another weapon, and while I managed to clone the passive (it can be toggled and it does toggle the light), the other weapon doesn't have that light halo effect that the Moonlight Glaive has when that passive is turned on. Do you know if it's even possible to also clone that effect? Thanks.
    1. 4zure
      4zure
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      Weapons' visual effects are tied to their models afaik. That's uncharted territory for me, but you could ask on Larian discord, in the modding channels for some help.
  9. CyberpunkCassidy
    CyberpunkCassidy
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    Is the added to the tutorial chest or will that be considered?

    I apologise if it's there, i'm blind to it if it says as such.
    1. 4zure
      4zure
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      No tutorial chest and I'm not adding it either. You come across the items naturally in your playthrough in Act 2.
      That said, I included the UUID if you want to spawn them using your preferred method.
    2. CyberpunkCassidy
      CyberpunkCassidy
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      Greatly appreciate the response, wasn't confident on using the uuid but I learnt! Great mod, really enjoy using it as a two handed weapon to rain justice upon those who trespass against our Moonlit Lady. 
  10. xIILogicIIx
    xIILogicIIx
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    This is the best mod on the platform and makes being a cleric so much fun for roleplaying thanks <3
  11. astrallite
    astrallite
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    Interestingly, when you remove the 1.2 mod version, it corrupts existing save games. I've noticed its not caused by either of the robes, but something changed with the spear. I wonder what changed with the spear between these two versions, the item descriptions appear the same?

    The 1.1 version you could remove the mod just fine, like some of the other weapon replacement mods on the Nexus (such as the Phalar Aluve mods). Since I can't tell any functional difference with the spear between these versions, I just reverted back to 1.1 version so I don't have to worry about patches breaking the mod.
    1. 4zure
      4zure
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      The 1.2 has cloned abilities to give them a Selune localization, so it reads moonlight instead of Lathander's light for instance. In order to do that and not mess with the original descriptions, they need a new UUID. And the game currently hates it when you remove an UUID from a save. It will invariably crash at 60% when loading it.
      As far as I know, this is a true for any mod that adds a new ID, be it an item, ability, or spell.