1022 comments

  1. yoonmoonsick
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    Bug Report Notice  

    Hello, players.  

    Thank you for providing valuable bug reports. Your active participation helps us maintain a more stable gaming experience.  

    I would like to provide guidance regarding recent crashes occurring when respeccing or leveling up. If the same issue does not occur in a new game, there is no need to report it as a bug.
    This issue is likely caused by conflicts with specific save data or settings from a previous version. If the game functions normally in a new session, it is more likely a data-specific error rather than a problem with the mod itself. Therefore, if the same error does not occur in a new game, I recommend either continuing to use the existing version without a mod update or starting a new campaign.  

    I sincerely appreciate your cooperation and will continue striving to provide a smooth gaming experience.  

    Thank you.

    버그 리포트 안내문

    안녕하세요, 이용자 여러분.

    항상 소중한 버그 리포트를 제공해 주셔서 감사합니다. 여러분의 적극적인 참여 덕분에 더욱 완성도 있는 모드로 만들어 나가고 있습니다.
    최근 리스펙 또는 레벨업 시 크래시가 발생하는 현상과 관련하여 안내드립니다. 새 게임에서 동일한 현상이 발생하지 않는 경우, 해당 문제는 버그로 제보하지 않으셔도 됩니다.
    이는 특정 저장 데이터 또는 이전 버전에서의 설정과 충돌할 가능성이 높으며, 새 게임에서는 정상적으로 동작한다면 모드의 문제가 아닌 개별적인 데이터 오류일 가능성이 큽니다. 따라서 새 게임에서 동일한 오류가 재현되지 않는 경우, 모드 업데이트 없이 기존 버전을 이용하시거나 새 캠페인으로 게임을 즐겨주시길 바랍니다.

    여러분의 협조에 다시 한번 감사드리며, 원활한 게임 환경을 제공하기 위해 지속적으로 노력하겠습니다.

    감사합니다.
  2. ByArchery
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    is there a way to disable/uninstall this mod? i cant load my save file when i disable this mod
  3. Chirosk
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    Hey! just wanted to let you know that Mobile Feat isnt disengaging after attacks, that is to say, i still take oppurtunity attacks after attacking 
    1. Bigolof
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      The Mobile feat doesn't stop attacks of opportunity from happening against you. It just gives them disadvantage.
  4. chief117ft
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    is there a way to change origin's background?Under the 2014 rules, background mainly affects skill proficiency, which has little impact. However, under the 2024 rules, the feat given by the background is very important, making it less playable for some characters to use their original backgrounds. For example, as we all know, Wizards(like gale) generally do not take mage Initiate. And astarion's feat is almost useless.I think there should be a way to change the origin's background.
  5. hatetoregister9000
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    Just stopping by to say you are a beautiful person and i thank you very much for your constant updates ! <3
  6. yuufake
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    With this mod, when a Monk uses a ranged attack in combat, whether with a bow or throwing, his next melee attack will not apply Martial Arts/Unarmed Strike feature.
    If the attack is unarmed, it'll deal 1 instead of Unarmed Strike damage, and it's modifier will be strenght instead of dexterity. If he's using an Monk weapon, the attack will deal the base damage instead of Martial Arts dice damage, even if it's lower, and if the weapon isn't finesse, it'll scales with Strenght instead of Dexterity.

    Basically, after a ranged attack, the monk's Martial Arts/Unarmed Strike features will turn off for the next attack. It can happen even if he merely change the weapon.
  7. MegurineRuka
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    Man this mod is insanely good, my friends and I had a perfect gaming experience playing online! Though honestly, using the Expansion mod kinda messed up my Illrigger leveling after 12. Feeling kinda bummed about it... Really hope you can add more levels in the future plans!
  8. Goethehill
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    I did not gain the Hexblade's Curse ability from the Hexblade's 3rd-level feature.
    1. nicozeke
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      Can confirm this is happening to me as well. Additionally, it seems to replace the "Bind Hexed Weapon" ability with the Pact of the Blade Ability, even if it was not selected as an invocation. 
    2. ThwipThwip0329
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      Happening to me as well. No separate icon for the ability, and it does not proc via hexed weapon either
    3. GoldenBones
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      Bump to this, can confirm as well. I thought something felt off when trying to cheese getting the Hexblade's Curse Proc that the BG3 wiki mentions, "stacking" binded weapon to increase odds, but not happening. wasn't until afterwards that I noticed I didn't even have the Hexblade's Curse ability.

      Besides that, wonderful mod, and looking forward to seeing fixes!
    4. FireCougar
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      Also having these same issues on my Hexblade as well.
    5. Bigolof
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      To the mod author, this is a pretty simple fix. You just forgot to put the below line in for Hexblade at level 3. That will add "Target_HexbladesCurse" to the player's spell list. Guess no one is perfect :). 

      AddSpells(c4020f68-bb82-4c45-8a4a-8c24fb400526,,,,AlwaysPrepared)
    6. NTGoten
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      Doesnt work for me. I get:

      [string "AddSpells(c4020f68-bb82-4c45-8a4a-8c24fb40052..."]:1: malformed number near '4c45'
    7. Bigolof
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      In Patch 8, Hexblade Curse is in the SpellLists under:

                      <node id="SpellList">
                          <attribute id="Name" type="FixedString" value="Warlock Hexblade 1"/>
                          <attribute id="Spells" type="LSString" value="Target_HexbladesCurse"/>
                          <attribute id="UUID" type="guid" value="c4020f68-bb82-4c45-8a4a-8c24fb400526"/>
                      </node>


      Normally, "AddSpells(c4020f68-bb82-4c45-8a4a-8c24fb400526)" would be added at level 1 in patch 8. This mod should move it to level 3. So, does your edited Hexblade lv 3 look like this?

                      <node id="Progression">
                          <attribute id="Level" type="uint8" value="3"/>
                          <attribute id="Name" type="LSString" value="Hexblade"/>
                          <attribute id="PassivesAdded" type="LSString" value="HexWarrior;HexbladesCurse;PactOfTheBlade_Hex"/>
                          <attribute id="ProgressionType" type="uint8" value="1"/>
                          <attribute id="Selectors" type="LSString" value="AddSpells(d90e88eb-e5f9-4db2-b7ef-1dccb044839a);AddSpells(4a3bf687-91c1-4dad-821c-ad32171c7552);AddSpells(c4020f68-bb82-4c45-8a4a-8c24fb400526)"/>
                          <attribute id="TableUUID" type="guid" value="2b9b50de-48e2-4b1c-b40d-6050aa85009a"/>
                          <attribute id="UUID" type="guid" value="05581dc5-e9c2-491e-99a5-acbb3d8d295f"/>
                      </node>
      ________________________________________________________

      You could, instead of AddSpells to the progression table, just go to this mod's SpellList and just add Target_HexbladesCurse to one of the other lists that is already in the progression table. For example, you could do.

                      <node id="SpellList">
                          <attribute id="Name" type="FixedString" value="Warlock Hexblade SLevel 1"/>
                          <attribute id="Spells" type="LSString" value="Target_Smite_Wrathful;Target_HexbladesCurse"/>
                          <attribute id="UUID" type="guid" value="d90e88eb-e5f9-4db2-b7ef-1dccb044839a"/>
                      </node>
    8. nicozeke
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      Hi I was actually curious about this. Where would you add this line to fix hexblade? I always see comments like this in nexus but I do not really know where to find/ gain access to these files.
    9. NTGoten
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      Bigolof thanks, now it works.
      It was my bad, i thought i can just put the command in the script extender.
    10. IsWhatevers
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      even with the new patch the hexblade still doesn't have the ability to cast the curse
  9. Bigolof
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    I see you changed the implementation of Weapon Masteries. They used to be applied to the weapons themselves, but now, they are just passives on the character. I'm sure there was good reason for this, but it does lead to 2 things:

    1) The Nick weapon property is now funky
    - It no longer triggers a dual wield animation. It just procs a "phantom" off hand attack in the combat log.
           - Since it doesn't trigger a dual wield attack, you have to toggle off dual wield OR it will automatically use your bonus action for the 3rd attack (second off hand attack).
    2) The weapon mastery bonus is not listed on the weapons anymore, which "I" kind of liked.
    1. GoldenBones
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      There is something else I've been noticing that is related to the Nick property interacting with another ability: the Dual Wielder Feat. In theory, Dual Wielding with the Nick property gives you a free extra attack, and the Dual Wielder Feat also gives a free extra attack. In theory, at lvl 4 you should be able to attack 4 times; 1 for each weapon, once for Nick, and once for Dual Wielder. Or is it intentional that those free attacks do not stack?
    2. Bigolof
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      They stack. If you have a light weapon in your main hand, have a weapon with the nick mastery in your off hand, and have the dual wielder feat you get 4 attacks. 

      1 - normal main hand
      2 - free / no resource attack from nick
      3 - normal off hand attack (bonus action)
      4 - extra off hand attack (bonus action from dual wielder)
    3. Andresyotras3
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      It doesn't really work that way. I'm not an expert, but from what I've seen from expert D&D YouTubers, what the Nick property actually does is free up your bonus action, but not for attacking. So, you could attack with your weapon and with the off-hand weapon as part of your action, and then you'd still have your bonus action available, but you couldn't use it to attack. To be able to attack with the bonus action, you would need the Dual Wielder feat. To be able to attack four times, you would also need the Extra Attack feature. You would attack a total of four times with your normal attack, the extra attack, nick and the dual wielder attack. I don't know how the mod author implemented it (because it's true that Nick work a bit strangely), but this is how it works according to official D&D rules. 
    4. Bigolof
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      Actually, you are right. It's such a wonky worded rule set... but to be clear, to use your bonus action to attack you just need a light weapon, not dual wield. Duel wield just expands on the light weapon property rule and let's the off hand be any non-2- handed weapon. 

      If you want the off hand to also get your bonuses, then you need to add in two-weapon fighting...
    5. GoldenBones
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      I think what's a little confusing to me is the line in-game when looking at the Dual Wielder feat when leveling up: states that "You can deliver additional Offhand attack for free once per turn (Not overlapping with Nick)". Periodically in the combat log I will see my additional attack is from Nick, sometimes it's from Dual Wielder. Since both of the rolls are hidden, only showing damage rolls, I'm just not certain when each is being triggered, and in which order, but also if they are both triggering from the same initial attack.
    6. Thrashlock
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      Thanks, I was wondering if I was going insane. Nick also doesn't seem to work unless both of your weapons have light and nick. I've tried different dagger/scimitar + light weapon combinations, and it will either only trigger Vex (if Nick is in the offhand) or nothing at all (with Nick in the mainhand and no Nick offhand, and sometimes even with a different weapon mastery in the mainhand and Nick in the offhand).
      That said, I came looking pretty early (level 2), so I have no Dual Wielder feat or Extra Attack to test it with. I wanted to play a a dual wielder Eldritch Knight with Booming Blade and now I'm not sure it'll even work as it would at a table.
  10. Alduin554
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    hey I tried to download the mod today but for some reason google keeps blocking the download
  11. Gaaraluva15
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    Hiya! Absolutely love this mod so far! I do seem to be running into an issue with the College of Dance subclass for Bard. I don't know if I'm just doing something wrong, but I'm not wearing any armor in my helmet, cape, armor, hands, or boots slot, nor am I wielding a shield, and yet I'm not able to proc an Unarmed Strike after casting Bardic Inspiration. Is this a bug, or am I just dumb?? x__x Oh, and I have it installed through the in-game mod manager if that helps at all!
    1. G2007xnC
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      Have you found out why yet?