Baldur's Gate 3
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VoidVigilante

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  1. VoidVigilante
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    Update Timeline
    2024-02-16:

    • Updated all mod variations to v4.0.0:  Included Larian's changes to "Tavern Brawler" feat to make this mod compatible with Druid Wildshape forms.
    • Updated individual mod descriptions to fix typos and add clarity.

    2023-10-08:

    • Updated all mod variations to v3.0.0:  Removed the separate damage instance applied to thrown weapons from "Tavern Brawler" feat. This bonus damage is now applied directly in the original weapon damage calculation. This should prevent duplicate instances of damage bonuses being applied from items (ex: Ring of Flinging). This will also have the added benefit of allowing this damage bonus to be mitigated by damage reduction effects, as they should.
    • Updated mod description page to reflect changes.

    2023-09-08:

    • Added "TavernBrawlerFinesse_NoAccuracy" version of the mod that functions the same as "TavernBrawlerFinesse", but no longer provides a bonus to the Attack Roll (accuracy). Only damage bonus is applied from either Dexterity or Strength modifier, whichever is higher.
    • Updated mod description page to reflect changes.

    2023-08-25:

    • Updated all mod variations to v2.0.1:  Includes changes to content IDs that should resolve text display issues when paired with a popular mod called "ImprovedUI", specifically the optional file named "ImprovedUI Assets".

    2023-08-22:

    • Updated "TavernBrawlerRebalanced" to include Dexterity as ability score improvement choice.
    • Updated "TavernBrawlerFinesse" to include Dexterity as ability score improvement choice.
    • Updated "TavernBrawlerFinesse_AllStats" to include Dexterity, Intelligence, Wisdom, and Charisma as ability score improvement choices.
    • Updated mod description page to reflect changes.

    2023-08-21 (Post 2):

    • Added "TavernBrawlerRebalanced" which separates the benefits into Strength Modifier being used for damage bonus and Dexterity Modifier being used for accuracy bonus.
    • Rebranded the mod page (name & description) to reflect changes.

    2023-08-21 (Post 1):

    • Uploaded "TavernBrawlerFinesse_AllStats" version of the mod that uses the same behavior as the main version, but also considers Intelligence, Wisdom, and Charisma when choosing the highest modifier to apply upon performing an unarmed attack.
    • Changed the tooltip description to better clarify how the bonus is being applied at time of attack.
  2. penguin8or
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      It seems that the latest version of community library (2.2.5) doesn't allow dex to be selected when taking tavern brawler with the finesse version of tavern brawler rebalanced. It works with the previous version (2.2.4). When I posted there, RandoRuda replied:
    
    Well, this was nice and simple.


    • The Community Library update included a "complete" Ability List update, whilst also including the lists from the base game.
    • Tavern Brawler updated the Ability List for "Strength & Constitution" to also include Dexterity instead of making a new list that included "Str, Dex & Con."

    The work around is actually just to follow the best practice: Load the community library near the start of the load order then the Tavern Brawler rebalanced afterwards.

    Since community library was already pretty close to the start of the list, and rebalanced tavern brawler towards the end, I figured I'd post here as well.
    1. VoidVigilante
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      Thanks for providing this info here! I'll sticky your comment in case anyone else runs into the same issue.
  3. gameknight5901
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    Can anyone confirm if this mod works with honor mode wildshape? I know regular tavern brawler is bugged so I'm hoping this mod fixes it!
  4. Sethtar
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    Hi, I noticed this mod doesn't seem to work with the Way of Mercy Monk mod. That being the mod that adds that subclass into the game. When I use them both with the Tavern Brawler Finesse mod the calculations don't seem to work. Probably a specific ask but if it's possible to make them compatible that would be awesome! 
  5. leonidasphere
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    Is it possible you can make tavern brawler work with Slayer form? i always felt it was a crime that Larian now lets wild shapes use it (great change) but it did not affect the other shape change players can get (Slayer Form). The slayer is now weaker than both druids wild shaping and monks with TB, and for a form that comes from the GOD OF MURDER that just aint right lol.
  6. Daikoro333
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    Is there anyway to do a "finesse all stats" whitout acurracy? Thanks for the mod, i will be certainly using the Dex no Acurracy version for now!
  7. swoollacott1
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    Can anyone confirm this is working properly with Druids? Halsin has Tavern Brawler, he gets the bonus to hit when wildshaped, but not the bonus to damage. When he throws something, he doesn't get either bonus.

    Here's the log when he's wildshaped:

    Halsin Owlbear

    And when he's thrown something:

    Halsin throws a spear

    For reference, here's it working perfectly with Karlach:

    Working great with Big K
    
    Appreciate any help with this. Thanks.

    EDIT: Moving the mod to last in the load order fixed the damage for throwing, but still isn't adding to the attack roll. Seems like I have a conflict somewhere.

    EDIT: EDIT: OK, the damage not being added in wildshape form seems to be a bug. Apparently the damage is added in every mode except honour, which I'm currently playing.
    1. VoidVigilante
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      Thank you for your feedback! The latest version of the mod (4.0.0) addresses the Wildshape compatibility issue. Unfortunately, I don't have an Honour Mode save so I can't test it right away.  Please let me know if you still see Tavern Brawler damage/accuracy bonus not being applied, so I can look into addressing Honour Mode changes specifically.
  8. weirdesky
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    It looks like this mod isn't compatible with the changes made in Patch 5 to make tavern brawler work with wild shape, because the change they made was to Tavern Brawler, rather than wildshape.  They... literally hardcoded it.  

    This is the new text of the feat in the game files:

    new entry "TavernBrawler"
    type "PassiveData"
    data "DisplayName" "hcf652a63g4177g4d3fg9233g7258998f8d75;2"
    data "Description" "he0a1651bgd70eg4847g8a5eg9b219d1751a1;1"
    data "Icon" "PassiveFeature_TavernBrawler"
    data "Properties" "Highlighted"
    data "Boosts" " IF(IsMeleeUnarmedAttack()):RollBonus(Attack, StrengthModifier);IF(IsMeleeUnarmedAttack()):CharacterUnarmedDamage(StrengthModifier);IF(IsRangedUnarmedAttack()):RollBonus(Attack, StrengthModifier);IF(HasStatus('SG_Polymorph_BeastShape',context.Source) and not (Tagged('MYRMIDON_AIR',context.Source) or Tagged('MYRMIDON_FIRE',context.Source) or Tagged('MYRMIDON_WATER',context.Source))):DamageBonus(StrengthModifier)"
    data "StatsFunctorContext" "OnAttack"
    data "Conditions" "IsRangedUnarmedAttack() and HasDamageEffectFlag(DamageFlags.Hit)"
    data "StatsFunctors" "DealDamage(StrengthModifier);"
    1. VoidVigilante
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      Thanks for pointing this out. I'm installing the update now so should be able to fix this today.
    2. VoidVigilante
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      This should be fixed with latest version of my mod (4.0.0).
  9. itai1996
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    works on patch 4? :)
    1. VoidVigilante
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      Patch 4? Yes.  Patch 5 that just released? Not sure yet.
    2. Korindis
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      It seems like Patch 5 may have caused an issue with the mod.  I am using the Finesse version, and with 8 STR and 18 DEX, I am not getting DEX mod added to  damage.  I have 3.0.0 version running, and just respecced into Monk today.  Noticed the abnormally small damage hits, and the logs were showing +0 damage contribution from TB.

      EDIT: It wasn't patch 5, it was something with my load order.  For some reason an equipment pack mod was screwing it up, and moving this mod to the bottom of the list then re-deploying seems to have fixed it.
    3. VoidVigilante
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      @Korindis Thanks for taking the time to troubleshoot it on your own, haven't had much time lately to test things. Glad it still works for you!
  10. BerlingSpoon
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    hey love your mod
    do you think this will work with the new wild shape changes?
    1. VoidVigilante
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      I'll try to test this out today.  It depends if their changes were on Tavern Brawler related functions or if the changes were primarily on the Wild Shape side of things.  If the latter, then I'd expect this mod to work as is.  Happy you're enjoying the mod though
  11. GodIsMyCondom
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    Are enemies supposed to only take 1d4 damage when you throw them? Have 22 Str, correct if I'm wrong but shouldn't it add +6 to the damage?
    1. VoidVigilante
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      I'll check this out, but I'm thinking this is a base game behavior. I'm assuming that damage bonuses are only applied to the thing getting hit by the thrown object and not the object itself that you're throwing if it happens to be an NPC. Thanks for bringing it to my attention though.
    2. GodIsMyCondom
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      Only noticed this now since I'm using Minsc as a thrower of npc's, you would think getting thrown around by him would deal more than 1d4 damage. 

      Hopefully you have an fix for it, could be an optional file since it might go against the spirit of the mod.
    3. VoidVigilante
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      Can you tell me the class of the character that is doing the throwing? Just going by some initial testing it looks like you're right that base game Tavern Brawler would apply bonus damage to the thrown NPC, while my mod is not due to the change I made to the throwing damage behavior.
    4. GodIsMyCondom
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      Karlach - 3 Wildheart Barbarian / 9 Four Elements Monk, TB Feat.
      Minsc - 3 Berserker Barbarian / 9 Hunter(?) Ranger, equipped with the Ring of Flinging although I'm unsure if it applies. TB Feat.
      Wyll - 12 Blade Warlock, equipped with Gauntlets of Hill Giant Strength, no TB feat.

      They all deal 1d4 to the character being thrown.
  12. SHiava
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    I'm having a strange bug.   I'm using TavernBrawlerRebalanced (str to damage, dex to acc).

    https://imgur.com/a/hnZ6XcL

    To summarize:


    Attack roll is is showing 13 (1d20) + 3 (Proficiency) + 4 (Tavern Brawler with 18 DEX character) + 4 (Strength modifier - should this be here?) = 24

    Damage is showing:

    5 (1d6 )
    +1 (Weapon Enchantment)
    +4 (18 Strength)
    +1 (1d4 from Kushigo's Might)
    +4 (1d4 from Kushigo's Might - but I assume it means Ring of Flinging because if I take off the gloves it's called Throwing Damage)
     15

    +2 Acid damage from Caustic Band

    +4 Damage from Strength (Tavern Brawler)
    +4 (1d4 Kushigo's Might)
    +2 (1d4 from Kushigo's Might - but I assume it means Ring of Flinging because if I take off the gloves it's called Throwing Damage)


    It seems like the bonus throwing damage from the Ring of Flinging and Kushigo gloves are being applied twice.  I have no idea why on both it lists Koshigo's Might twice instead of Koshigo's Might and Ring of Flinging.  This is with a +1 Javelin.  I don't have any other mod that touches weapons or the feat.  I tested on a save without previous alternatives of this mod.  I also tested on another weapon.
    1. VoidVigilante
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      I'll take a look at this, thanks!
    2. SHiava
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      I went back to a save prior to when I installed your mod and it seems to be present there as well.  It seems to be a bug in the game itself. 

      I found mention of this bug as early as August 25th
      https://steamcommunity.com/app/1086940/discussions/1/3819669231700345483/

      And here:
      https://www.reddit.com/r/BaldursGate3/comments/166k96y/so_eldritch_knight_is_busted_with_tavern_brawler/

      I'm not sure why I don't see more mentions of this damage duplication considering how often the gloves and ring are used in combination with it.

      For the moment I've just specced out of it.  There seems to be some huge issues with the feat.  I don't know if that's something you can fix with a mod or not but it'd be great to see if so.
    3. VoidVigilante
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      Ah okay, good to know it's not related to the mod itself at least. Thanks for checking thoroughly. I'll still take a look in the meantime to see if there's a quick way to fix it through this mod.

      If I were to guess, it looks like it's something to do with the bonus damage from the items applying to both the initial damage from the throw and the secondary damage from Tavern Brawler because Tavern Brawler's damage is a separate damage instance for thrown weapons. That's why even in base game you'll see two sources of damage in the combat log.
    4. Aoscolcov
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      Did you have any luck with fixing this feat?
    5. VoidVigilante
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      @Aoscolcov @SHiava

      I believe this duplicate damage behavior should be fixed with the latest version of the mod. Feel free to try it out and let me know if there are any issues.
    6. SHiava
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      Wow works great!  Just respec'd into it.  Even works as it should with Enlarge.

      The only issue I've found so far is that it does the double Kushigo damage with Hunter's Mark.  It's possible it does it with other tacked-on damage abilities/spells that I haven't found but that is the only one I have seen so far.

      The other thing, and I don't know if this would be a bug or not, but if you coat a weapon with poison and throw it it doesn't seem to apply it.  I'm not sure it ever did but it would make sense for it to be there.
    7. VoidVigilante
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      By double Kushigo damage, do you mean Kushigo is applying its bonus to the thrown weapon and then again to the Hunter's Mark damage? I'll have to also test out the poison thing too. There's so many combinations of things to test, many of which I haven't even used in a normal playthrough lol. Thanks for the feedback!
    8. SHiava
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      Yeah it's applying it again with Hunter's Mark damage.  And yeah, there are so many possible damage additions that might be affected.  But I haven't noticed any extra ones yet.