Was curious how this mod plays with the other Artificer mod on nexus I love the Artillerist subclass here but like the firearms and gunner feat added by that mod does anyone know how they act together?
Edit- nm after testing with the mod.io version of this mod they don't break each other but I'll have to finish my current Battle Smith/Arcane archer playthrough before really looking into it
I've noticed a bug in the standard version (no extra feats) of your artificer mod where I don't get the standard artificer class save proficiencies in constitution and intelligence. At least as a battle smith, I haven't tried the other subclasses yet.
I suppose this could be somewhat remedied by getting the feat every other level version of your artificer mod, and then get the resilient feat twice to make up for the missing save proficiencies, but I'd really rather not though because getting extra feats to fix the problem feels like cheating.
Update/Edit: Apparently with how the game engine works you can't take the resilient feat twice to fix this bug. That sucks.
Is there a tutorial to teach me how to make other class mods compatible with Home Brew - Comprehensive Reworks. There are some other mods I'd like to try using with it.
I guess no. You have to keep in mind that this is a submod for a much larger gameplay overhaul. If you’re just looking for an Artificer mod, you might want to check elsewhere.
I guess this wasn’t part of the plan, as Home Brew Mod doesn’t extend beyond level 12. You have to keep in mind that this is a submod for a much larger gameplay overhaul. If you’re just looking for an Artificer mod, you might want to check elsewhere.
I'm coming here from the XBox version For some reason, I don't have any saving throw proficiencies Also, this doesn't seem to be compatible with the Origin Feats mod, but I suspect that might be a problem with that mod
Battle Smith: when you summon your Steel Defender, it doesn't go into initiative properly and can often get infinite attacks as it has its own initiative separate to the main combat or it cannot pass its turn when it does enter the right initiative.
Secondly, can you please please update the listed abilities and features of the class? I would really love to see what the class and subclasses do without having to just play all of them to max level to find out.
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Edit- nm after testing with the mod.io version of this mod they don't break each other but I'll have to finish my current Battle Smith/Arcane archer playthrough before really looking into it
But sometimes when I load, the granade expert buff disappear from my party, making the class basically unplayable. Any ideas on how to fix that?
I suppose this could be somewhat remedied by getting the feat every other level version of your artificer mod, and then get the resilient feat twice to make up for the missing save proficiencies, but I'd really rather not though because getting extra feats to fix the problem feels like cheating.
Update/Edit: Apparently with how the game engine works you can't take the resilient feat twice to fix this bug. That sucks.
For some reason, I don't have any saving throw proficiencies
Also, this doesn't seem to be compatible with the Origin Feats mod, but I suspect that might be a problem with that mod
Battle Smith: when you summon your Steel Defender, it doesn't go into initiative properly and can often get infinite attacks as it has its own initiative separate to the main combat or it cannot pass its turn when it does enter the right initiative.
Secondly, can you please please update the listed abilities and features of the class? I would really love to see what the class and subclasses do without having to just play all of them to max level to find out.