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  1. joan271094
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    Hi!
    First of all thank you so much for the mod, I was so sad when I heard that they were adding swarm keeper instead of Fey wanderer and i am so happy you released this mod. 

    I am having an issue with the lvl 7 feature, I get that for mechanical reasons the charm/fear from beguiling twist is random since it must be impossible to select a target inside a reaction. My issue seems to be that if the enemy fails my Charm person spell, the reaction pops up to choose fear or charm another random enemy but then nothing happens, I am able to see some kind of animation from the "affected" NPC as if it has been hit, but there is no saving throw and no message in the chat besides "Tav has used beguiling twist : FEAR" followed by "Tav has used beguiling twist". I made various tests but right now all 3 reactions are activated (charm, fear and "randomizer") with only charm and fear features set to "ask before". It is a brand new game on tactician.

    I tryed to read about the issue but it did not find anything definitive. If you need any mor info just tell me.

    Thank you in advance.

    Edit: Checking the reactions on the spellbook it sais "Reaction is not avalible" on my base languaje.
  2. Sengan64
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    really wish 5e spells wasn't made a requirement 
    1. sumradagnoth8
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      Only for fey wanderer… 
  3. DoveKKKKK
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    BUG report

    When playing the Fey wonderer subclass, after getting the 7th level feature Beguiling Twist, it causes a delay of about 1 second in the character's actions. This almost ruined my gaming experience. I spent the whole day trying to figure out what the problem is. But I don't understand why this feature causes this delay.Hope this bug can be fixed.
    1. sumradagnoth8
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      This issue was reported when folks updated from standalone to combined versions of the mod on existing saves only. I see you also posting on the old standalone version. Is this what you did as well? 
    2. DoveKKKKK
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      No,I'm playing new game with this combined version.I didn't download that standalone one.
    3. sumradagnoth8
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      Im running a game with this as well and not seeing any issues

      is this a brand new save/game or an old save/existing playthrough?
    4. DoveKKKKK
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      That was a brand new save I started playing about 5 days ago and I didn't change the mods. When I was playing Fey Wonderer and reached level 7, it started to lag, I'm sure. However, I also started a new save and there was indeed no such issue. The problem might be with the save.I will test this subclass again in the next save .

      And another issue.The Horizon Walker's Planar Warrior feature didn't perform correctly.It can't convet damage type into force damage whether it's a brand new save or the one I'm playing.I also tested this while I disabled my other mods.
    5. sumradagnoth8
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      Thanks for the heads up on Horizon Walker - seems the last script extender update changed some things... reworking it now (I see the issue)
    6. sumradagnoth8
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      OK - Horizon Walker is fixed now.
      I also did a battery of tests with Fey Wanderer, and everything was super smooth with no issues at every level I tested (up to 20th).  
  4. Altracrono
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    Does this work with Patch 8? aswell as the other combined subclass mods?
    1. sumradagnoth8
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      Yes and yes
  5. Yasamashi
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    Hello! Great mods, I enjoyed them while playing Patch 6 with RAW mods on and it was a blast. Quick question I wanted to ask now: as of today, are you referring to RAW as in the new 2024 edition? Or is it still set up for 2014? Basically which ruleset do the new packs follow? Thanks in advance!
    1. sumradagnoth8
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      2014 :)
  6. MM27
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    Thank you so much for the amazing mod!

    I have a question about Fey Wanderer Beguiling Twist, Whenever I attempt to frighten or charm a creature and fail, I cannot get the reaction to use it, but I get the reaction when someone other than me fails to do so, is that the intended behavior?

    Thank you for your time.
    1. sumradagnoth8
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      No, but... theres a thing with this ability... you need to have at least one other different enemy within range that you can see in order for the reaction to trigger, because the ability needs to redirect to to a new target (and you wouldnt want that target to be an ally)

      so like, based on who the target of the original succeeded save was, the conditions change:

      1. Tav is the target - just need one seen enemy in range 
      2. Tav's ally is the target - just need one seen enemy in range
      3. Enemy is the target - need two seen enemies in range 

      Are you sure this isnt whats happening?
    2. MM27
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      Just tested further, It finally seemed to work when I used cause fear on enemies (from 5e spells) and they saved, unfortunately doesn't work with Warlock Undead mod, I assume due to the fact they are both an interrupt/reaction.

      Regarding the charm, when I attempted to charm an ally and failed while an enemy was visible I couldn't use the reaction. tho I think it was just a weird encounter to test in (shadows in act 2). I also had trouble using it with fear in that encounter but was able to use it with hypnotic pattern. Both fear and charming an ally activated it in other encounters, although I am pretty sure I was able to see the shadow, maybe I am just mistaken.

      Pretty sure it does not work with eyebite, tho I am not sure if it even should.
    3. sumradagnoth8
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      try now... redid the ability using SE
    4. MM27
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      Thanks for the update! I just saw the message and immediately went to test it, unfortunately, it seems like it still does not work with eyebite: panicked or with the Warlock Undead mod, other than those it works perfectly fine!. The former I do not know if it should or not, the latter I assume since both are reaction (but the undead doesnt use a reaction point) so idk if it will interrupt twice in a row.
    5. sumradagnoth8
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      So for Eyebite... it should work but the way larian implemented the spell roll, my ability isnt picking it up... long story.  ill try to figure out another way to catch it but may not be possible.
      For the undead - even if the ability doesnt use a reaction point, if the two interrupts happen in the same context, you cant do them both (engine limitation) - id have to pull that mod open and see how it works to say for sure
    6. MM27
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      Ahh I see, thank you for the fast reply! I don't think many people use eyebite to be fair, just thought you'd like to know. The undead mod is a bit unfortunate, but I just changed my build lol, since there doesn't seem to be an easy fix.

      Also, on an another note, my game has had this slight delay/lag in actions, it increases in fight with lots of enemies, it happened after adding some mods (I think the echo knight mod? not sure), and after seeing other comments and testing myself, unfortunately the lag does happen after reaching level 7 in fey wanderer. I haven't tested a new save tho, still didnt finish my current playthrough. I cannot tell you what exactly is causing it unfortunately, wish I can help. I might just go horizon walker or beast master for me, both look very cool.

      Thank you again for making these mods! honestly the subclasses made me start so many playthroughs lol, like my previous one is an ascendent dragon monk switch to way of mercy mid way lol.
    7. sumradagnoth8
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      I dont think its echo knight - i use that as well.
      did you do what someone said and respec to a diff class, save, reload, respec back to fey wanderer?

      I have been trying to reproduce the lag and cant... ive tried old saves respecing and new saves. 
    8. MM27
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      yes I have tried that, which seemed to reduce the delay a lil, at least in camp. the more enemies the stronger the delay it seems.
    9. MM27
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      I can show you my entire mod list if it helps? I did not test the mod before adding the new mods mid playthough, so I am not too sure what caused it.

      Mod list pt1
      Mod list pt2
      Mod list pt3
    10. sumradagnoth8
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      How strong is your gaming rig?  The aura is applying to all alive enemies in 36 meters... it doesnt impact performance on my machine at all... but maybe lower end systems struggle?

      EDIT: I just re tested with 12 enemies and had no lag... I dont have a very beefy machine either 

      Can you please try removing all mods but the rangers combined and impui, level to 7 and run into combat and see if there is lag?
    11. MM27
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      The performance of the game doesn't dip, it is like every action you do is delayed, there is an animation delayed, response time is slow.

      I will test and edit with the results.

      Edit: this is what the lag/delay looks like at its worse ( Video showcase ), it is not always like this. It sometimes is smooth, but a lot of time its like there is a lag in response time of the game.

      Edit 2: after playing with only those 2 mods it was still there unfortunately, it wasn't as bad as the clip above tho. but damage is delayed
    12. sumradagnoth8
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      Ok but this is an old save yes? And you can’t reproduce it on a new save? 
    13. MM27
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      Yes this is an old save, although I installed fey wanderer before starting this playthrough. but only reached level 7 in it when you combined them.

      Edit: I did not test on a new save. I can try in a bit.
    14. MM27
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      Tried in a new save with only ImpU and rangers combined, it was very smooth to run with no delay to see at least in the nautloid and beginning of act 1 (gave myself the necessary exp using script extender). maybe it isn't as compatible with old saves? tho it is weird since my save from the clip had fey wanderer from the start, I did not add it mid playthrough. tho I did add some mods mid playthrough.
    15. sumradagnoth8
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      I’m thinking something is causing a conflict somewhere. Sent you a dm for your old save troubleshooting
  7. XenoGangrel
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    Oohh Neat another all in one! Is your monk bundle coming soon?
    1. sumradagnoth8
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      Yeah as soon as it gets console approved on the other mod platform ill pull it over and add back the SE stuff
  8. treevant
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    I've noticed a very strange bug where once I reach level 7 with fey wanderer, the entire game starts to lag, every action and interaction gets a massive delay, and not just for my character, every character in my game is affected by it. Theres about a  one to two second delay in between every action animation, every spell every effect and sometimes animations start to skip. Unsure if its a load order issue or bug or what
    1. treevant
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      and this issue happens with no other subclass from this mod, nor any other subclass/class in general
    2. sumradagnoth8
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      im not seeing this and am playing a level 20 fey wanderer right now testing things
      please disable remove every other mod except this and impui and re test.. lmk
    3. treevant
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      Doing that seemed to work, so I'm guessing its a load order or incompatibility? Should I post a load order or is there any known incompatibilities?
    4. treevant
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      I put all my mods back in and reloaded that test save, no delay, I went back to my main playthrough and the delay is still there on that save. Any idea on what might be causing that? It works just fine on the fresh test save no issues at all, but on the main save its completely bugged
    5. sumradagnoth8
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      try now please
    6. treevant
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      Sadly it doesn't seem to be fixed, also after further testing it seems its not just actions the entire game slows down, entering dialogue for example takes significantly longer same with exiting. I tried moving the mod around the load order as well, the test save still works perfectly fine just my main save.
    7. butok
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      It might seems weird but I had this issue with multiple saves (unrelated to this mod) that were resolved by simply talking to Withers.
    8. treevant
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      I respec to fey wanderer, talked to withers, did not fix :( 
    9. sumradagnoth8
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      So the only thing that happens at 7 is that you get an aura (the actual ability only triggers during specific situations - the aura is all that is static)

      if it’s not happening on a new save, and only on this one old save / likely something from that save is busted and it could be that a mod was once loaded that did something or an old conflict. I’m not sure what it could be. The fact that it’s not occurring on a new save means to me that nothing with the fey wanderers ability in itself is broken - even in the new version I released, I completely reworked the ability to script extender instead of how it was through a series of interrupts…. Again, if it was the ability then you’d expect the issue to stop on the update.

      So when you disabled the other mods you have loaded, you said it went away. Try putting them back one by one and re testing every time until you find the one that makes it start happening again?
    10. joeltacorda
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      I had this same issue, entire game slowing down after a level up screen.  I fixed it by respecing to another class (bard in my case), then respec back to ranger and everything worked fine.  Didn't have to change load order or anything.  Hope that helps!
    11. treevant
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      I'll give Joel's suggestion a try and gotcha, thank you for doing so much to help me im really grateful!
  9. nicobaguio
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    Found a quirky thing with the Distant Strike feature for the Horizon Walker: you are unable to make an Extra Attack (L5 Ranger) if you use an Arrow of Many Targets. You are, however, allowed to use the Distant Strike Extra Attack.



    in this image, you can see 4 targets (Fist of Bane Hyrriet, Chymist Norffe, Fist of Bane Volgu Drak, Limeburn Sphagwood). The Arrow of Many Targets (AoMT) hits all 4 in this order:

    1) Hyrriet (primary target)
    2) Norffe
    3) Volgu Drak
    4) Sphagwood

    and notice that Hyrriet gets the "First Target" mark, Norffe gets the "Second Target" mark. Which grants you the "Distant Strike Extra Attack" (DSEA). But the arrow moves on! (hahaha) and for some reason, skips Volgu Drak and goes straight for Sphagwood with a "First Target" mark. The only target I can then make the third target on is Volgu Drak, as the marking skipped him. Neither Hyrriet nor Norffe's mark gets removed after you receive the DSEA. So 3 targets have marks (including Sphagwood).

    Once I shoot Sphagwood with the DSEA, I can't make an Extra Attack (L5EA) and the entire Action is consumed.

    When you are Hasted (HM ruleset), you can't use the L5EA on your 2nd action, despite never using it on the first.

    I'm not sure how this should be done since I don't think AoMT exists in 5e.

    1. nicobaguio
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      worth noting: you can get a DSEA on a Hasted action (HM ruleset) if you use AoMT. if I actually wanted to make full use of Distant Strike, the way to go, as of now, is:

      if not Hasted, AoMT (4 targets hit) + DSEA (another hit target)
      if Hasted, you go:
      1) Attack (1st target) + EA (2nd target) + DSEA (3rd target)
      2) AoMT (4 targets hit) + DSEA (another hit target)

      overall, I think it's a minor DPR loss since you forgo either: L5EA, 1 additional AoMT usage (Hasted, or not Hasted).

      Also kinda destroys my plans for a "debuff" based HW build haha (2 AoMT, 1 L5EA, expected 1 DSEA essentially allowing me to debuff up to 10 targets, if needed)
    2. sumradagnoth8
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      Yikes that’s a lot going on
      i need to digest this and test. AoMT is def a bg3 thing… and since each spawned projectile is a new attack roll it should trigger the different target conditions … that seems right so far (doesn’t need to hit just needs to have an attack roll made against the target) 
      now all that stuff after I need to pick apart and see what’s happening exactly.
      my initial guess is the AoMT just breaks the ability logic entirely. But maybe I can figure a way around it
    3. sumradagnoth8
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      This is madness. I appreciate you.
    4. sumradagnoth8
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      So like, there’s logic built in to pause the extra attack and then pick it up again after the dsea is done. But aomt probably breaks that because it attacks so many times with one attack. I can try to tweak it
  10. linehand
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    Awesome mod! Thanks for building this.

    Just wondering if this would have any compatibility issues with the Gloom Stalker Rework mod?
    1. sumradagnoth8
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      Not sure but don’t think it would
    2. linehand
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      Thanks, I'll try it.