It looks like the BG3 Mod Fixer is no longer required as of Patch 7 (I haven’t played myself in quite a while so I was out of the loop). The Compatibility Framework should still be required if you’re using subclass mods (unless I’m out of the loop here too). I’ll update the requirements to reflect this, thanks for letting me know!
Edit: Mod Fixer is no longer required. Compatibility Framework is required only if using other third-party monk mods.
I fixed the subclass selection bug and made changes to Drunken Technique (split like Flurry of Blows) and Intoxicating Strike (added passive like Stunning Strike). Glad you're enjoying the mod!
Hallo, thank you for a nice looking mod. Please, would you concider making a version where you get a feat on every second level,instead of every fourth level?
Glad you enjoy the mod! I won't add a version with extra feats at different levels because there's several mods that already do this. I found More levels with feats after a quick search and it seems to be what you're looking for. To make sure everything's compatible, you should use the Compatibility Framework (which I always recommend having in general) and load my mod before the mod you choose.
Technical explanation: Mods that overwrite level progressions (like my mod, subclass mods, and feat mods) can be incompatible with each other on their own since the last mod loaded will overwrite any overlapping changes from the other mods. My mod overwrites level progressions and also uses the Compatibility Framework to make sure the features are added at the very end, even if the level progressions were overwritten. This way, you're not required to have the Compatibility Framework to use my mod by itself, but if you get another mod that's incompatible because of level progressions, you can load it last to overwrite my changes and use the Compatibility Framework to make sure my changes still get added at the end.
If you're using the Compatibility Framework, you can safely load my mod before 5eE Monk Rework. If you use my "No Tasha" alternate file then you won't have overlapping Ki-Fueled Attack and Focused Aim features, but you won't have Quickened Healing. Looking at the mod you linked, I doubt it's compatible without the Compatibility Framework since it'd overwrite mod of the changes in my mod or vice versa.
Hey , quick question , how did you make Flurry of Blows DC to be 8+pb+Ability modifier ? Wiki states that ManeuverDC is the same formula , but everyone else says it isnt ?
ManeuverSaveDC was 10+STR/DEX if I remember correctly, which I overwrote to 8+PB+WIS for stuff like Stunning Strike and Open Hand’s Flurry of Blows. I checked and the wiki does say Maneuver DC is the same formula. I haven’t looked at the original code for that in almost a year so they might’ve changed it in an update. As for how I changed it, I think I made a new formula in CommonConditions.khn named KiSaveDC or something and called it instead of the ManeuverSaveDC formula. Is that what you wanted to know? I can check the code next time I get a chance to work on the mod.
Hey , thanks dont bother. I have checked ManueverDC in the game today and its working like it should , 8+prof+Str/Dex. I have this mod though , but author says that in recent update DC was fixed by devs , so he reverted to vanilla scaling. Either way since you re using Wisdom for scaling its not a big deal.
Quick question: Is the vanilla game's implementation of Flurry of Blows supposed to be available when using this mod? I ask because the wording of the description makes it sound like it should be, but I can only make the two individual punches. It's not a huge issue, I just like the vanilla Flurry of Blows animation and wanted to know if this was an issue on my end or if it was intentional.
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Edit: Mod Fixer is no longer required. Compatibility Framework is required only if using other third-party monk mods.
Thank you and good luck!
Technical explanation: Mods that overwrite level progressions (like my mod, subclass mods, and feat mods) can be incompatible with each other on their own since the last mod loaded will overwrite any overlapping changes from the other mods. My mod overwrites level progressions and also uses the Compatibility Framework to make sure the features are added at the very end, even if the level progressions were overwritten. This way, you're not required to have the Compatibility Framework to use my mod by itself, but if you get another mod that's incompatible because of level progressions, you can load it last to overwrite my changes and use the Compatibility Framework to make sure my changes still get added at the end.