I feel the need to reiterate warning number 2 from the main page:
Warning number two...I wanted this base class to have a more nature themed look and feel when you start the game. So, the base fighter equipment was altered to give the class hide armor, a shield, and a scimitar. This isn't a major change and the mod still works with other fighter subclasses. That said, if you start a new game with another fighter, this mod will still alter the base gear. Easy fix gang, disable my mod, start your new game, make your character, save the game, re-enable my mod and go about your business.
As soon as I figure out a better way to implement this, I will.
Some of you may also rather start with the OG fighter gear, and that is fine. Make your character with my mod disabled, save the game, the re-enable my mod. You will get to start with the OG fighter gear setup, and can still use the subclass.
Not sure if this is a bug with this mod or something else, but I was mutliclassing bard with fighter, and when I hit 3 levels in fighter, after already being 4 in bard, upon getting to level 3, it would not let me select any other subclass. No others showed up except for Green Knight.
Note if I start off fighter and get to level 3, there are no issues whatsoever. I can pick whatever subclass I want. It is specifically when trying to mutliclass *Into* fighter when this happens.
Sorry to have missed this and I am sure you have moved on, but there was a post with AFlashwave below, this seems to have been an issue with Patch 7 overall. Sounds like Fighter has to be the base class, and multiclassing into Fighter is what will cause the issue. So unfortunately, don't think I have a good fix for you, as it's more of an issue of Patch 7 affecting the game.
I see your warning #2 about the armors... this isnt that.
Green Knight wiped out ALL of my fighter Subclasses... including the base game ones. Interesting it is still working with the Mods that enhance Fighter (Fighter unleashed, etc). I havent had time to look at what is going into the Load Order yet so maybe Compatabilty Framework is out of order with this, (hence me putting this here and not in a Bug Report) but I thought this was bizarre that it took out Champion, BM, and EK.
Respec and make sure fighter is the base class, if you multi-class into fighter this can happen, i've seen it happen with a few mods now since patch 7 dropped. This is at least how i have gotten around this issue.
Looks interesting, I really like the 3rd level ability does it work with ranged or thrown? The 7th level ability how long does the strength bonus last? The 10th level ability sounds nice, I just wonder if it's useful by the time you get it. Since you will probably be in the gate by then is all I am wondering.
Hi, Your mod seems great for a character like Jaheira, but I have a question before download it. Has it particular ability between lvl 12 and 20 other than the global fighters ones ?
Wood Woad regeneration and up to the 3rd and 4th level Druid spells from the full Druid spell listing. And downloading the Mystra's Spells mod increases your number of choices.
After adding this mod my eldritch knight suddenly also switched to using the druid spell list? The cantrips and expanded spell list are both still wizard spells, but for spells I now have the same spells as the green knight available.
If you added Mystra's Spells, that automatically adds new spells to your lists. You shouldn't have the Green Knight spells though, namely because the Green Knight pulls from it's own custom spell lists, which shouldn't crossover. I am finishing up a 3.0 update on my Wyldheart mod, soon as I get that posted, I'll take a look, but that should honestly not be possible. If you downloaded the Mystra's Spells, double check and make sure those aren't just the new spells that mod adds to everything.
I'm not using Mystra's Spells, so that isn't it. It's also not added more spells to my spell selection but straight up switched from wizard spells to druid spells. I don't mind, but it was just confusing (thought for a moment I'd selected the wrong subclass).
Well, I just looked over the pak file and the spell lists and UUIDS for everything. There is zero crossover, so this should basically be impossible. The Eldritch Knight has it's own unique spell lists with unique UUIDs, as does the Green Knight.
I'm going to load up a game here in a bit and see what I see. You may just have a very weird and unique bug. I will let you know if I find anything else.
Alrighty, guess I need to drop a notice about this, and I am baffled.
I never checked the Eldritch Knight when making this mod, because I didn't touch that subclass in the slightest. So...
The expanded spell list choice is normal as are the cantrip choices. Your level 1 spell choices from character levels 1 to 6 pull from the Green Knight spell list for some odd reason that should not be possible. When you get an option to replace a spell, you can however replace the GK spells with Eldritch Knight spells from the proper list during levels 1-6.
Then at level 7 and on, all Eldritch Knight spell choices are back to normal.
I will take a look at it when I have time and see if I can figure something out, but for now, I have no clue.
No longer an issue, located the problem and been corrected in v1.1
Alrighty, guess I need to drop a notice about this, and I am baffled.
I never checked the Eldritch Knight when making this mod, because I didn't touch that subclass in the slightest. So...
When playing the Eldritch Knight with this mod enabled, the expanded spell list choice is normal as are the cantrip choices.
Your Eldritch Knight level 1 spell choices from character levels 1 to 6 pull from the Green Knight spell list for some odd reason that should not be possible.
When you get an option to replace a spell, you can however replace the GK spells with proper Eldritch Knight spells from the correct list during levels 1-6. So, it is possible to correct the spell issue by replacing spells, you just have to play the class with a Green Knight spell until you gain a level.
Then at level 7 and on, all Eldritch Knight spell choices are back to normal.
I will take a look at it when I have time and see if I can figure something out, but for now, I have no clue.
hello and thanks for your mods. I wanted to report that your mod conflicts with another mod (reported by Vortex): https://www.nexusmods.com/baldursgate3/mods/10211
It's because they share the same file name "GreenKnight.Pak" - You can change the name or if you're more advanced, you can open up the folders and move things over / copy-paste code and actually combine them
It's because they share the same file name "GreenKnight.Pak" - You can change the name or if you're more advanced, you can open up the folders and move things over / copy-paste code and actually combine them
I could do everything...but this would then have to be done with every update and would become very inconvenient...so it would be more correct for the author to modify the new mod so as not to have any conflicts.
Hello and sorry again...I'm writing to you because the BG3 Tool Kit does not find your mod among the dependencies (it finds the other Green Knight mod). For some strange reason it is not there...
36 comments
Warning number two...I wanted this base class to have a more nature themed look and feel when you start the game. So, the base fighter equipment was altered to give the class hide armor, a shield, and a scimitar. This isn't a major change and the mod still works with other fighter subclasses. That said, if you start a new game with another fighter, this mod will still alter the base gear. Easy fix gang, disable my mod, start your new game, make your character, save the game, re-enable my mod and go about your business.
As soon as I figure out a better way to implement this, I will.
Some of you may also rather start with the OG fighter gear, and that is fine. Make your character with my mod disabled, save the game, the re-enable my mod. You will get to start with the OG fighter gear setup, and can still use the subclass.
Note if I start off fighter and get to level 3, there are no issues whatsoever. I can pick whatever subclass I want. It is specifically when trying to mutliclass *Into* fighter when this happens.
I see your warning #2 about the armors... this isnt that.
Green Knight wiped out ALL of my fighter Subclasses... including the base game ones. Interesting it is still working with the Mods that enhance Fighter (Fighter unleashed, etc). I havent had time to look at what is going into the Load Order yet so maybe Compatabilty Framework is out of order with this, (hence me putting this here and not in a Bug Report) but I thought this was bizarre that it took out Champion, BM, and EK.
Your mod seems great for a character like Jaheira, but I have a question before download it.
Has it particular ability between lvl 12 and 20 other than the global fighters ones ?
I'm going to load up a game here in a bit and see what I see. You may just have a very weird and unique bug. I will let you know if I find anything else.
I never checked the Eldritch Knight when making this mod, because I didn't touch that subclass in the slightest. So...
The expanded spell list choice is normal as are the cantrip choices. Your level 1 spell choices from character levels 1 to 6 pull from the Green Knight spell list for some odd reason that should not be possible. When you get an option to replace a spell, you can however replace the GK spells with Eldritch Knight spells from the proper list during levels 1-6.
Then at level 7 and on, all Eldritch Knight spell choices are back to normal.
I will take a look at it when I have time and see if I can figure something out, but for now, I have no clue.
Alrighty, guess I need to drop a notice about this, and I am baffled.I never checked the Eldritch Knight when making this mod, because I didn't touch that subclass in the slightest. So...When playing the Eldritch Knight with this mod enabled, the expanded spell list choice is normal as are the cantrip choices.Your Eldritch Knight level 1 spell choices from character levels 1 to 6 pull from the Green Knight spell list for some odd reason that should not be possible.When you get an option to replace a spell, you can however replace the GK spells with proper Eldritch Knight spells from the correct list during levels 1-6. So, it is possible to correct the spell issue by replacing spells, you just have to play the class with a Green Knight spell until you gain a level.Then at level 7 and on, all Eldritch Knight spell choices are back to normal.I will take a look at it when I have time and see if I can figure something out, but for now, I have no clue.I could do everything...but this would then have to be done with every update and would become very inconvenient...so it would be more correct for the author to modify the new mod so as not to have any conflicts.