HUGE THANK YOU TO NEXUS MODS COMMUNITY!! Check out their mod review of this mod here ⤵️
Version 5.0 IS NOW OUT! Updated Lohse's Lute with a brand-new Ability & Passive!
Far-Out Man: The range of your skills and abilities are increased by 50%. Does not affect melee and touch ranged skills, does not stack with Distant Spell Meta Magic. & Teleportation: Teleport a target Character or Item to a point of your choosing. (This ability costs an Action and a Bonus Action and deals 2d8 Bludgeoning Damage.)
Version 4.0 IS NOW OUT! Updated Encourage Ability to the Pack Leader's ring:
Encourage: Encourage allies around you, increasing their abilities by 1. They gain Advantage on Ability Checks for all Abilities. Their Carry Weight is doubled, they only take half damage from falling and they gain 6 Temporary Hitpoints. [This feature only lasts for 3 turns] (OncePerShortRest).
Version 3.0 IS NOW OUT! Added a brand-new passive to the Needle-Dagger:
Serpent Slayer: This dagger deals an additional 1~4 Piercing damage to Lizard Type Creatures, including Dinosaurs, Dragons and Dragonborns, the previous wielder must have held a serious grudge against these particular beats.
Break the Shackles: Remove / Become Immune to the following negative status effects: Disease, Charm, Petrified, Curses, Drunk, Taunted, Dominated, Madness, Confused, Paralyzed, Poison, Blinded, Stunning, Restraining, Frighten, Silencing, Asleep, Slow and gain Freedom of Movement.
Flesh Sacrifice: Gain an extra action at the cost of 2~12 Piercing damage however, you also receive a +1d4 bonus to Attack Rolls and Saving Throws.
Version 2.0 IS NOW OUT!
Added a brand-new passive & ability to the Pack Leader's ring:
Wayfarer: When you make crossbow attacks within melee range, your Attack Rolls do not have Disadvantage, and your Piercing Shot inflicts Gaping Wounds for twice as long. You also have Advantage against Monstrosity-type enemies. Encourage: This ability is now a once per short rest ability for balancing purposes.
Hello! I really love thoose items. Just curious if theres a way to not put them into the camp inventory but inside the tutorial chest or not in the game at all. Im using REL and want them to drop late into the game Random!
Hi, I play on PS5 and I downloaded this mod for my latest playthrough. After landing on the beach, I received the pop messasge "your dlc mod items have been added to your camp chest" I go to camp after recruiting my first five companions, but all that was there was the ring. I've taken a couple long rests, I tried deleting then re-downloading the mod, and I even started another campaign (speed running the nautiloid, no pop up this time, I go to camp, and nothing was there). My game was updated to the latest version before I started. Any way I can get the other items?
EDIT: Found out what I did wrong. Items have been added.
One tinnie tinny thing tho, it's a shame that we can't equip all six items together due to mask and hat are both headwear, is it possible to have a variant of shapeshifter mask like "Amulet of the Eternals"? This way I get to wear all six items together :p
We would do something like this, however it would stray away from sticking true to the original concept. An Optional file could be created however, The LoveKing has been enjoying Oblivion Remaster as of late and has taken a break from modding until he gets all the achievements for it lol
really nice mod!! i enjoying it! theres only one issue there, i think the lute cantrips ' teleportation' could be 1 use per short rest, cuz its a bit op.
Does this mod move the items somewhere? I no longer get the adventurer's pack with the dlc items when starting a new game, only Ifan's ring gets placed on my traveler's chest.
Nevermind, I was using the mod manager to bypass Steam, seems the DLC wasn't being detected. I launched the game with Steam opened and the items were added.
First of all, you did a great job with these, I love the references on them.
Do you have any plans on buffing the Soul Wolf? It basically summons a lvl 3 wolf akin to the one Rangers can get, but he doesn't scale as you level up?
The only item that could improve in its reference is the Mask of the Shapeshifter, which basically the closest thing we have is the Detect Thoughts. I don't know how realistic it is to have a character act in the same turn again, but maybe giving it a skill that allows another action in the same turn could be a thing? Eternals are also source vampiric so maybe a skill that allow you to steal the higher level slot an enemy has and refill yours? I don't know, just throwing some ideas out there, because it is the only item I don't use.
Good stuff here, I found the wolf summon to be overpowered keeping it at a lvl 3 just adds a distraction on the board, making it level with you would undermine the point of playing as a Beast Master. On the other hand, the Mask of the Shape Shifter time warp abilities seems like an intriguing option. I'll keep this in mind for when Patch 8 is released, at which time I'll resume working on mods for Baldur's Gate 3.
I understood your balancing for the Soul Wolf now, it makes sense and you already balanced it with the other passives the ring has. Thanks for clarifying it!
I will be looking forward to what this mod will bring when Patch 8 is out.
Hey! Nice mod. I just found this mod while looking for a way to deal with madness (my class gets hit with it a lot). The description says: "Break the Shackles: Remove / Become Immune to the following negative status effects: Disease, Charm, Petrified, Curses, Drunk, Taunted, Dominated, Madness, Confused, Paralyzed, Poison, Blinded, Stunning, Restraining, Frighten, Silencing, Asleep, Slow and gain Freedom of Movement." But it doesn't seem to have any effect on madness. Is it possible that the page just hasn't been updated? This happens regardless of difficulty settings.
It would be more interesting if the bosses had these items. And it would be possible to get them only after their death, for example, from the druids of the grove. It would make the goblin storyline a little more enjoyable.
Very nice -- thematic and fitting, and I finally don't just auto-chuck the stuff in the chest. Thank you for this, love it, especially the lore-based buffs. <3
73 comments
Check out their mod review of this mod here ⤵️
Version 5.0 IS NOW OUT!
Updated Lohse's Lute with a brand-new Ability & Passive!
Version 4.0 IS NOW OUT!
Updated Encourage Ability to the Pack Leader's ring:
Version 3.0 IS NOW OUT!
Added a brand-new passive to the Needle-Dagger:
Version 2.0 IS NOW OUT!
I go to camp after recruiting my first five companions, but all that was there was the ring. I've taken a couple long rests, I tried deleting then re-downloading the mod, and I even started another campaign (speed running the nautiloid, no pop up this time, I go to camp, and nothing was there).
My game was updated to the latest version before I started.
Any way I can get the other items?
EDIT: Found out what I did wrong. Items have been added.
One tinnie tinny thing tho, it's a shame that we can't equip all six items together due to mask and hat are both headwear, is it possible to have a variant of shapeshifter mask like "Amulet of the Eternals"? This way I get to wear all six items together :p
An Optional file could be created however, The LoveKing has been enjoying Oblivion Remaster as of late and has taken a break from modding until he gets all the achievements for it lol
He is currently occupied with the Remaster of Oblivion at the moment 🙂
If you'd like to stay up to date feel free to visit our Discord Server: Omen Corsair
At https://discord.gg/Qb4WFgSqpb
Do you have any plans on buffing the Soul Wolf? It basically summons a lvl 3 wolf akin to the one Rangers can get, but he doesn't scale as you level up?
The only item that could improve in its reference is the Mask of the Shapeshifter, which basically the closest thing we have is the Detect Thoughts. I don't know how realistic it is to have a character act in the same turn again, but maybe giving it a skill that allows another action in the same turn could be a thing? Eternals are also source vampiric so maybe a skill that allow you to steal the higher level slot an enemy has and refill yours? I don't know, just throwing some ideas out there, because it is the only item I don't use.
I found the wolf summon to be overpowered keeping it at a lvl 3 just adds a distraction on the board, making it level with you would undermine the point of playing as a Beast Master. On the other hand, the Mask of the Shape Shifter time warp abilities seems like an intriguing option.
I'll keep this in mind for when Patch 8 is released, at which time I'll resume working on mods for Baldur's Gate 3.
I will be looking forward to what this mod will bring when Patch 8 is out.
"Break the Shackles: Remove / Become Immune to the following negative status effects: Disease, Charm, Petrified, Curses, Drunk, Taunted, Dominated, Madness, Confused, Paralyzed, Poison, Blinded, Stunning, Restraining, Frighten, Silencing, Asleep, Slow and gain Freedom of Movement."
But it doesn't seem to have any effect on madness. Is it possible that the page just hasn't been updated? This happens regardless of difficulty settings.