So i know that Assassins Mark - Mark For Death is intended only to work on some of the bosses, but not all of them, it works on Ansur and im just making sure thats intended because it seems like maybe he ought to be an invalid target given the rest of the invalid enemies.
Same thing just happened for me--I wasn't aware it wasn't meant to work on bosses and thought "that seems a little broken with Luck of the Far Realms" after I used it to one-shot Myrkul. I'm playing on custom mode, Honour ruleset, tactician level everything else.
I've only used the Act 1 equipment so far on a casual honor playthrough (currently in early Act 2), but I wanted to give my feedback while everything is still fresh. (Caveat: Have not used Ring of the Assassin's Mark.)
I find myself consistently wishing that the item passives were more interesting or innovative. With all the hype for your mods, I expected something less...generic than simple flat stat or damage bonuses that could go well onto virtually any class. Certain items, even with generic bonuses, still manage to feel "unique" to Rogues on account of their playstyle: Like Helmet of the Assassin's Eye (attacking from behind) or Boots of the Quicksilver Serpent (Dashing in combat being much more common to Rogues than any other class). However, Amulet of the Cornered Rat, Gloves of the Quick Draw, Ring of the Steady Hand, Whispering Wind Hand Crossbow, etc, they all are just as or more effective on classes that aren't Rogues, such as GWM melee characters or spellcasters, on account of their bonuses not really interacting with Rogue features or playstyle at all.
This isn't a matter of power. Anyone can download a mod with busted equipment to trivialize any kind of run - I'm just disappointed in the lack of thematic focus, specifically.
I do love the Spider Fang Sickle though, and how it gives Rogues a form of crowd control that they don't have access to. Still in my mono-Thief Shadowheart's inventory right now, actually. Shadowskin Jerkin also looks stylish and does fit that Rogue (and Shadowheart) flavor.
This is also an extremely petty thing, but I wish the flavor text had a bit more variety as well. They feel a bit rote, like something out of a 5e listing, with a similar structure to each entry. BG3 does have it's share of items like that (Drow Studded Leather Armor, Jorgoral's Greatsword, Gloves of Archery, etc), but it also contains just as much, if not more flavor text that takes a more narrative or biographical approach (Periapt of Wound Closure, Luminous Armor, Phalar Aluve, Wood-Woad Shield, the Deep Duerra items, etc). Compared to that variety in the base game, it stands out.
If I had to offer a suggestion, it would be to possibly rework some of these items to play more with the Rogue's base mechanics - Sneak Attack and Cunning Action, for example. Once-per-turn attack bonuses or "cantrip" effects end up being generally more effective on a Rogue than other classes due to their lack of Extra Attack (which is why Booming Blade is so popular on Rogues in the tabletop, where it does NOT replace an attack and instead consumes an entire Action), as do mechanics that rely on Dashing, Disengaging, or Hiding mid-combat. For Whispering Wind Hand Crossbow in particular, I think a weapon action that avoids breaking concealment (like Sword of Clutching Umbra or Justiciar's Scimitar) would also be fitting there, both in terms of theme (uncannily silent, "must have been the wind," etc) and mechanical identity (A class that attacks multiple times won't get much value off of ONE attack that avoids breaking stealth, but Rogues will maximize value from it).
Thanks for taking the time to share your thoughts on the Act 1 equipment. It will be interesting to hear your perspective as you progress through Act 2. Regarding the item passives, the intention was to provide generally useful bonuses. While some items might feel more tailored for rogues, the aim wasn't to create strict class-exclusive items. The design philosophy mirrors some of the itemization found within the base game itself, where certain bonuses have broad applicability. Concerning the flavor text, the priority during development was on the mechanical implementation of the items. Crafting unique and narrative descriptions for each item can be a significant time investment, which is why I utilized AI for a portion of this task, and some inspiration was drawn from existing 5e items. At this stage, the mod's design is considered complete, and future updates will primarily focus on addressing any potential bugs that may arise.
More curious if it's possible. Not requesting you do it. I have tinkered very little with modding, but it might be something to do when I'm bored on a weekend, so I wanted to ask since you created the spell for the item.
Is there a German translation please? That would be really great. Thank you very much for your work. also for the other mods that were amazing, especially the rogue who was nice. for PS5
Are there updates for the consoles?
ps. By the way, on console it happens that you already have everything in your inventory before you find the stuff, no idea why that is, maybe you need an update for patch 8 on console
Sorry, I will not be implementing translations at this time because when I did this in the past, it was causing some people to crash. That being said, when I create the all-in-one version of my equipment mods, I might go ahead and add a few translations. The version on mod.io and nexus are the same.
Installed via the ingame mod manager. There was a update for most of the class kits you have done. it looks like the ones updated no longer spawn in the tut chest. Is that supposed to happen?
internal mod manager does not have load order. I tried uninstalling the fad tut box mod and downloading it from nexus and using the bg3modmanager and placing it on the bottom and exporting the load order to the game. I only see the Fighter, Paladin and barbarian chests
There is a mod for the internal manager, mod manager plus with load order, but that does not work anymore. Short of manually editing the mod list in the text file? what else can I do here
I don't know what would be causing the issue, I have 400 mods installed and can't replicate the issue, share your load order and I'll see if there may be a mod conflict.
I messaged you with the list. too big to post here. I installed them via nexus. Perhaps I should just remove them all and reinstall via the ingame manager?
I would like to thank GraphicFade for all his help with my problem. I have managed to fix the problem. All of these equipment kits are a excellent addition to the game.
Hi! how does marked for death work? it works when I use on humans but I tried using it at the Knoll boss where you meet the zentharim agents by the cave and it says Invalid target. Where can i learn what creatures allows me to use it to?
That's intended, There is a note about the item under the Act 1 Minor notes
Ring of the Assassin's Mark - Mark for Death - Will not work on majority of bosses in Explorer through Tactical Difficulty, Will not work for any bosses in Honour mode.
Hello, I do not plan on adding translations to my mods because I have ran into issues where it was causing errors for other languages. People are free to create mod translations.
82 comments
I'm using the AIO mod package installed via the in game mod manager.
Cape of the Chameleon isn't applying the +2 to stealth checks. It doesn't increase my stealth score in the character sheet.
https://imgur.com/sKddiPA
I find myself consistently wishing that the item passives were more interesting or innovative. With all the hype for your mods, I expected something less...generic than simple flat stat or damage bonuses that could go well onto virtually any class. Certain items, even with generic bonuses, still manage to feel "unique" to Rogues on account of their playstyle: Like Helmet of the Assassin's Eye (attacking from behind) or Boots of the Quicksilver Serpent (Dashing in combat being much more common to Rogues than any other class). However, Amulet of the Cornered Rat, Gloves of the Quick Draw, Ring of the Steady Hand, Whispering Wind Hand Crossbow, etc, they all are just as or more effective on classes that aren't Rogues, such as GWM melee characters or spellcasters, on account of their bonuses not really interacting with Rogue features or playstyle at all.
This isn't a matter of power. Anyone can download a mod with busted equipment to trivialize any kind of run - I'm just disappointed in the lack of thematic focus, specifically.
I do love the Spider Fang Sickle though, and how it gives Rogues a form of crowd control that they don't have access to. Still in my mono-Thief Shadowheart's inventory right now, actually. Shadowskin Jerkin also looks stylish and does fit that Rogue (and Shadowheart) flavor.
This is also an extremely petty thing, but I wish the flavor text had a bit more variety as well. They feel a bit rote, like something out of a 5e listing, with a similar structure to each entry. BG3 does have it's share of items like that (Drow Studded Leather Armor, Jorgoral's Greatsword, Gloves of Archery, etc), but it also contains just as much, if not more flavor text that takes a more narrative or biographical approach (Periapt of Wound Closure, Luminous Armor, Phalar Aluve, Wood-Woad Shield, the Deep Duerra items, etc). Compared to that variety in the base game, it stands out.
If I had to offer a suggestion, it would be to possibly rework some of these items to play more with the Rogue's base mechanics - Sneak Attack and Cunning Action, for example. Once-per-turn attack bonuses or "cantrip" effects end up being generally more effective on a Rogue than other classes due to their lack of Extra Attack (which is why Booming Blade is so popular on Rogues in the tabletop, where it does NOT replace an attack and instead consumes an entire Action), as do mechanics that rely on Dashing, Disengaging, or Hiding mid-combat. For Whispering Wind Hand Crossbow in particular, I think a weapon action that avoids breaking concealment (like Sword of Clutching Umbra or Justiciar's Scimitar) would also be fitting there, both in terms of theme (uncannily silent, "must have been the wind," etc) and mechanical identity (A class that attacks multiple times won't get much value off of ONE attack that avoids breaking stealth, but Rogues will maximize value from it).
Regarding the item passives, the intention was to provide generally useful bonuses. While some items might feel more tailored for rogues, the aim wasn't to create strict class-exclusive items. The design philosophy mirrors some of the itemization found within the base game itself, where certain bonuses have broad applicability.
Concerning the flavor text, the priority during development was on the mechanical implementation of the items. Crafting unique and narrative descriptions for each item can be a significant time investment, which is why I utilized AI for a portion of this task, and some inspiration was drawn from existing 5e items.
At this stage, the mod's design is considered complete, and future updates will primarily focus on addressing any potential bugs that may arise.
https://imgur.com/jwb2UTC
also for the other mods that were amazing, especially the rogue who was nice.
for PS5
Are there updates for the consoles?
ps.
By the way, on console it happens that you already have everything in your inventory before you find the stuff, no idea why that is, maybe you need an update for patch 8 on console
There is a mod for the internal manager, mod manager plus with load order, but that does not work anymore. Short of manually editing the mod list in the text file? what else can I do here
I checked the text file it is on the bottom