- A big thanks to netlord80 for all background, names and models ideas.
-"Bane of the Masters", "Netherese's Chains" and "Elf-biter" scales with level.
-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.
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.
Currently upload it to the game mod manager will require redo the mod from zero again as new mods. This is an stupid amount of work (not to mention that will create update issues) for something that works perfectly fine with the current patch 7 set up, and only be useful for just remove the "third-party mods" tooltip on in game mod manager.
If some tool to make that easier is released i'll look on it.
First off I love the Weapons but i noticed when using Heartstopper before using up your actions you lose not just the bonus action but also the action too.
This mod don't touch heartstopper, just use base game for it. You must have some other mod messing with it, for start it cost an action, not a bonus action and it should do nothing with your bonus actions.
Amazing mod as always kharneth. May I have a small suggestion? can you make all the great clubs work with Shillelagh? Im playing a druid and it would make so much sense since they're made from wood.
That's is an edit for shillelagh itself, not for greatclubs (unless I just make then quartestaves proficiency, wich don't have much sense). I'm pretty sure there's mods that already edit shillelagh for that
Love this mod as an enjoyer of the ol' unga bunga playstyle, they feel pretty well balanced compared to most of the custom weapons released here on the Nexus. My only complaint is admittedly somewhat pedantic in that using Netherese's as a descriptor for a spell is grammatically incorrect. I suppose a better way to name it'd be either "Netherese/Arcanist's Chains" if one were going for a more generalized name, or "Brenud's Chains/Brenud's Binding/Brenud's Shackles/etc." if you wanted to keep it specific to Brenud himself. Like I said, pedantic, but it's ultimately negligible compared to the mod's quality as a whole.
'Sall good, like I said it's just a minor gripe at the end of the day. Just glad for you glorious bastards that make stuff like this for schmucks like moi.
One question for clarification if you dont mind so if i have 17 strength witch would give me a +3 to my hit so dose this mean instead of +3 i woud get only +2 instead and like wise at 18 it should be +4 and with the 0 penalty it would stay at +4
I just love that this mod exists at all. I don't want to hate on people that like elves of whatever persuasion, but it's a little tired. Not to be that guy, but representation isn't nothin'
I'll like some day to make something like "Halfling Weaponry -Slings" and add the existing but not implemented slings into the game. But not something I even start so probably it will take long If I make it at all.
Is there a typo in the Makeshift Smithing text? It says Bludgeoning weapons gain an additional 1d4 Bludgeoning and Slashing gain an additional 1d4 Piercing, but I think the weapon stats show its the other way around.
Yup! Seens like I'm dyslexic and cross the tooltip references LOL
Thanks for pointing it!
I'll fix when something more needs update, as it isn't a big deal, as you already pointed the damage values itself show it correctly. (And they work as intended in game)
21 comments
- A big thanks to netlord80 for all background, names and models ideas.
-"Bane of the Masters", "Netherese's Chains" and "Elf-biter" scales with level.
-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.
-Armor in the screenshots: Wasteland Weaponry - Barbarian Armory
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.
Do you plan on uploading your mods to the new in-game mod manager?
Currently upload it to the game mod manager will require redo the mod from zero again as new mods. This is an stupid amount of work (not to mention that will create update issues) for something that works perfectly fine with the current patch 7 set up, and only be useful for just remove the "third-party mods" tooltip on in game mod manager.
If some tool to make that easier is released i'll look on it.
That's is an edit for shillelagh itself, not for greatclubs (unless I just make then quartestaves proficiency, wich don't have much sense). I'm pretty sure there's mods that already edit shillelagh for that
I may review some of the names that are from me and not from netlord in the next update
kthxbi <3
I'll like some day to make something like "Halfling Weaponry -Slings" and add the existing but not implemented slings into the game. But not something I even start so probably it will take long If I make it at all.
It says Bludgeoning weapons gain an additional 1d4 Bludgeoning and Slashing gain an additional 1d4 Piercing, but I think the weapon stats show its the other way around.
Thanks for pointing it!
I'll fix when something more needs update, as it isn't a big deal, as you already pointed the damage values itself show it correctly. (And they work as intended in game)