-Standard attacks can't target ground, they need to target something (a character or a item) that is intended to prevent too much sheanigans with reaper AoE.
-"Howl of the Grave", "Frozen Soul", "Blessing of Myrkul" and "Reaper's Scythe" damage scales with level.
-To get the Scythe of Myrkul inmersively, you'll need to disarm the Apostle. Good luck with that! (It's possible, even without mods)
-There's no longer separate tutorial chest files for my mods, you can grab the all in one tutorial chest file here. Load it after all weaponry main files.
-And remember to endorse the mod if you enjoy it!
Cheers!
Hotfix 1.0.1
-Popper will now sell Scythe of Myrkul, for those having problems disarming the Apostle.
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
Hello! I was wondering if it would be possible to have an optional file DL that changed the idle animation for the Scythes to be like the Glaive instead of the spear? I much prefer the Glave's idle and was really hoping the scythes had it. haha. Otheriwse, finally happy to see a Scythe mod that's not op! I've been WAITING for this XD
Sorry, animations comes in "packs" for each weapon type, editing part of the pack and not just change one for another is a real pain so not something I plan to do.
Not sure where to comment this since you have a lot of mods but have you considered creating a large single collection mod containing all your mods? Or maybe section it off in themes, like all your Elven Equipment in one large collection, another containing Dwarven Equipment, and so on? While I appreciate the modularity the large selection of individual mods bring, I'd really just like to get all of your work in one neat package.
If I missed your large collection mod somehow I apologize and would really like it pointed out if I were to be so blind.
Regardless, thank you for all your mods! They're my favourite equipment mods for BG3 when combined.
Wondering if there's any chance you'd create alternative 'staff' models for those budding necromancer/death cleric caster types? Great look but very martial focused atm....
Am i missing something? I tried testing the mod after activating it but aren't finding the scythe's anywhere. Did anyone else have this issue? I'm using the locations given in the description.
New items aren't added to already loaded areas, that how the game works. Generally speaking (there's a few places that load apart) that means that if you installl the mod midgame you won't find new items until the next act.
82 comments
New scythes mod, some comments:
-Standard attacks can't target ground, they need to target something (a character or a item) that is intended to prevent too much sheanigans with reaper AoE.
-"Howl of the Grave", "Frozen Soul", "Blessing of Myrkul" and "Reaper's Scythe" damage scales with level.
-To get the Scythe of Myrkul inmersively, you'll need to disarm the Apostle. Good luck with that! (It's possible, even without mods)
-There's no longer separate tutorial chest files for my mods, you can grab the all in one tutorial chest file here. Load it after all weaponry main files.
-And remember to endorse the mod if you enjoy it!
Cheers!
Hotfix 1.0.1
-Popper will now sell Scythe of Myrkul, for those having problems disarming the Apostle.
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
Sorry, animations comes in "packs" for each weapon type, editing part of the pack and not just change one for another is a real pain so not something I plan to do.
If I missed your large collection mod somehow I apologize and would really like it pointed out if I were to be so blind.
Regardless, thank you for all your mods! They're my favourite equipment mods for BG3 when combined.
Sorry no plans for that, merging mods once finished is a pain, as it's work with big files on updates etc...
Wondering if there's any chance you'd create alternative 'staff' models for those budding necromancer/death cleric caster types? Great look but very martial focused atm....
No plans right now, but I'll keep in mind if I add new ones.
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