File information

Last updated

Original upload

Created by

Wyldsong

Uploaded by

Wyldsong

Virus scan

Safe to use

Tags for this mod

36 comments

  1. Wyldsong
    Wyldsong
    • premium
    • 124 kudos
    Locked
    Sticky
    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.
  2. WhiteFlameZero
    WhiteFlameZero
    • premium
    • 3 kudos
    "Bound by light, by natures might, bound by light the stairs ignite, bound by light, the fey's own night, I stand I fight, I shine so bright!!!!!"
  3. Clievile
    Clievile
    • premium
    • 0 kudos
    are there any visual effects with Nature's Step?
    1. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      Yes.
  4. LoneSilverWolf
    LoneSilverWolf
    • supporter
    • 7 kudos
    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.
    1. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      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.
  5. AFlashwave
    AFlashwave
    • member
    • 0 kudos
    Sooo. 

    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.
    1. wolf3478
      wolf3478
      • premium
      • 0 kudos
      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.
  6. Razorfloss
    Razorfloss
    • member
    • 1 kudos
    well i found what Jaheira's class in 5e would be thanks for this
    1. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      Awesome, glad to hear it my friend. Enjoy!
  7. hakinaro
    hakinaro
    • premium
    • 4 kudos
    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. 
  8. RoZelMac
    RoZelMac
    • premium
    • 0 kudos
    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 ?
    1. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      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.
  9. NalaGinny
    NalaGinny
    • member
    • 0 kudos
    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.
    1. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      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.
    2. NalaGinny
      NalaGinny
      • member
      • 0 kudos
      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).
    3. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      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.
    4. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      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.
    5. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      Alrighty, should no longer be an issue in the latest version. Found the problem and corrected it. Enjoy!
  10. Wyldsong
    Wyldsong
    • premium
    • 124 kudos
    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.
  11. Rahl81
    Rahl81
    • premium
    • 25 kudos
    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
    1. Illustria
      Illustria
      • premium
      • 2 kudos
      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
    2. Rahl81
      Rahl81
      • premium
      • 25 kudos
      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.
    3. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      Updated the pak file, left it with mod UUID at the end, no conflicts with the "other" mod.
    4. Rahl81
      Rahl81
      • premium
      • 25 kudos
      Thanks
    5. Rahl81
      Rahl81
      • premium
      • 25 kudos
      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...
    6. Wyldsong
      Wyldsong
      • premium
      • 124 kudos
      Have to get my wife to see a doc this morning, will try and get back to you about this in a bit. You can still use the mod though, right?
    7. Rahl81
      Rahl81
      • premium
      • 25 kudos
      yes