Yes it's compatible with Syrchalis' non-feats mods, I use them myself as well.
I've never seen that error before, but from searching it, I've only found it brought up in the context of trying to delete mods while the game is open. Just to be sure , you're not installing/uninstalling this mod with the game open are ya?
No definitely not uninstalling or installing anything with the game running xD that would be very unwise, i think i figured out the cause, if you delete a saved campaign and start a new game bg3 tries to delete files in temp but it can't while the game is running, i ended up deleting the temp folder entirely and moved your feat mod all the way to bottom of the load order and that some how fixed it?
Never had issues with bg3 crashing until the patch 8 hotfix
Glad to hear that you figured it out! That's definitely weird behaviour that I've never heard of either, but good to know for the future in case anyone else encounters this issue so appreciate you sharing :)
Performer feat has a typo. (String UUID = h04b3caf2g40c0g46b5ga3bfge338e84a253f)
You gain <LSTag Tooltip="MusicalInstrumentProficiency">Musical Instrument Proficiency</LSTag> and <LSTag Tooltip="Expertise">Expertise</LSTag> in Performance and Acrobatics <LSTag Tooltip="AbilityCheck">Checks</LSTag>..
Performer is my favorite feat now for when I don't want to exploit/abuse pickpocket things for gold all the time. I seem to have problems with the gold tip tossed by NPCs not stacking with 'regular' gold (from looting, trading, etc.) though.
'Regular' gold is on the top left while the Performer feat gold is all the way at the bottom. Funnily enough if I make someone without the overhauled Performer feat but has instrument proficiency successfully perform, the singular gold tips they get stack with 'regular' gold as normal. Also I could've sworn it used to stack normally until a few save loads. They don't even get counted as actual gold in the Inventory UI nor the Trade UI (See top right, it only registers the 'regular' gold pile of 96), but they can still be manually put in the trade menu and count as gold due to their value. It's just a minor inconvenience imo but I thought you should know!
Thanks for the report! Oddly, I haven't been able to recreate this myself when trying to test. Did the issue only appear after reaching a certain level threshold (the feat rewards you different amounts of gold based on your proficiency bonus), and are you using the Listo patch?
No Listo patch, just the Plus version! I think it started happening after proficiency bonus became 3 so at level 5, it might have been even before but I can't be sure. It definitely wasn't an issue right away until a few level ups. Mm if you can't recreate the issue when it could be some other mods in my load order? Either way, thanks for your time and for the mod! Edit: I found a cute interaction where I can drop the pile of irregular gold in camp with Scratch around, throw it nearby, and he'll eat them up one by one, lol. Literally eat because he will get stuck on the spot and not return them. Chomp chomp!
Would love to see incorporated change of Ritual Caster from Rebalance: Feats mod. Yours is very good, but I don't want to item-scam for getting effects I needed, so Rebalance was top notch for all in one. But it wasn't actually AIO, because there's no Water Walking or Commune with Nature spells. So what I'm saying, your changes partly fixed the problem, but you still need a class that adds other rituals or item-scam the effects from there. The idea of Ritual Caster to be aio for less micromanagement is top notch
I originally implemented RItual Caster that way, but later changed it to only give 3 ritual spells but also added the "cast ritual spell for free in combat" effect. If you want the original where the feat gave you the full list of ritual spells, you can use the Listo patch, as long as you're fine with the other components of the Listo patch. If you know how to unpack a mod, it'd also be very straightforward to just delete any parts of the Listo patch that you don't want.
Hey there! As of the hotfix today they finally fixed Polearm Master by properly allowing damage riders and pact weapon applying charisma works as well. Just wanted to let ya know in case that affects PAM for how you changed it
I saw as well, appreciate the heads up! Just pushed out a small update to add in the functionality added by the hotfix today, but also added a couple other status (most importantly Shillelagh) so the bonus attack's damage will also be working with those statuses in addition to Pact Weapon and the Hexblade Bind Weapon added by Larian. This also keeps the mod compatible with users still on Patch 7.
Awesome, I appreciate the quick update especially because the hotfix did NOT fix PAM for me and i could not for the life of me figure out why (Even uninstalled your mod and anything that potentially messes with it) and nothing worked. But your update works so I'm happy lol, thanks again!
I'm in trouble. My Level 7 warrior has 20 points of strength and a giant weapon master. However, during the attack, the Giant Weapon Master seemed to only give me 5 damage bonuses and -3 attack throw damage-downs. According to the description, shouldn't it be twice the skill level minus one? So, should the damage be 9 and the attack throw be -5? What problem might be causing this? I don't have any other MOds about specialties.
Having both mods works fine as long as you have this mod loaded after Unofficial Bug Fixer (which is what I personally do, as I also use Unofficial Bug Fixer). This mod overrides the entire entries for the relevant passives/spells for feats, while Unofficial Bug Fixer only changes specific fields, so what would happen if you load Unofficial Bug Fixer after this mod is that you'd get the actual gameplay changes from Unofficial Bug Fixer (which are the vanilla feats, just with bugs fixed) but the description text from this mod (which assumes changed features from vanilla). With this mod loaded after Unofficial Bug Fixer, you'd just have the changes from this mod, which also fix any relevant bugs from Unofficial Bug Fixer.
This is fine to install mid-save! If you later want to uninstall mid-playthrough, then it's safest to respec all your characters first, though even that wouldn't be necessary in the vast majority of instances.
I'm having an issue with some of the feats that have long detailed descriptions like Ritual Caster for example. The description text is so long that most of the selection options are not visible and there does not seem to be a way to scroll down to view them. It won't let me select the feat because i can't make selections for all the options.
is this a known issue or something that others have found a UI mod or workaround for?
I'm assuming this is for controller UI? On keyboard and mouse UI at least, the description text for feats takes up a set amount of space on the selection screen with a separate scrollbar from the "features" section containing ability, spell, passive selections. However, not sure how the controller UI works .
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I'm also not using 5e spells but i seem to get crashes with this error while running either Overhaul or OverhaulPlus
I've never seen that error before, but from searching it, I've only found it brought up in the context of trying to delete mods while the game is open. Just to be sure , you're not installing/uninstalling this mod with the game open are ya?
Never had issues with bg3 crashing until the patch 8 hotfix
You gain <LSTag Tooltip="MusicalInstrumentProficiency">Musical Instrument Proficiency</LSTag> and <LSTag Tooltip="Expertise">Expertise</LSTag> in Performance and Acrobatics <LSTag Tooltip="AbilityCheck">Checks</LSTag>..
There's a double dot after "Acrobatics Checks".
I seem to have problems with the gold tip tossed by NPCs not stacking with 'regular' gold (from looting, trading, etc.) though.
'Regular' gold is on the top left while the Performer feat gold is all the way at the bottom.
Funnily enough if I make someone without the overhauled Performer feat but has instrument proficiency successfully perform, the singular gold tips they get stack with 'regular' gold as normal. Also I could've sworn it used to stack normally until a few save loads.
They don't even get counted as actual gold in the Inventory UI nor the Trade UI (See top right, it only registers the 'regular' gold pile of 96), but they can still be manually put in the trade menu and count as gold due to their value.
It's just a minor inconvenience imo but I thought you should know!
Mm if you can't recreate the issue when it could be some other mods in my load order? Either way, thanks for your time and for the mod!
Edit: I found a cute interaction where I can drop the pile of irregular gold in camp with Scratch around, throw it nearby, and he'll eat them up one by one, lol. Literally eat because he will get stuck on the spot and not return them. Chomp chomp!
is this a known issue or something that others have found a UI mod or workaround for?