Won't overwrite. I imagine they will be incompatible due to UUID and Spell-name clashes, but I'm not sure. Kanmuuru's mod been dead for almost 2 years so I didn't care if it was compatible or not.
Edit: If you want the feel of Kanmuru's mod use the Yojimbo subclass. That's the subclass that plays the most similarly to Kanmuuru's Samurai.
You can only summon the katanas from their respective subclass at level 3 and they only last until you go through a long-rest. So get a character to level 3 Samurai, choose your Aeon, and look at the temporary panel of your hotbar should be a skill called Summon: Kotetsu, Masamune or Muramasa.
Edit: No worries I'll still leave this here in case someone else is also confused about getting the katanas.
Also let me know if you notice any bugs using it mid-playthrough. There shouldn't be any but I never tested that bit. Enjoy!
Hey bro loving this mod and really glad you brought it back to life. I was wondering if you're able to upload this to Mod.io, I'd love to have this mod on console.
I can give it a try mate, but no promises as I've already tried to bring the mod to mod.io but it wasn't allowing me to for whatever stupid reason. If it proves to be too much effort for my sanity, I'll give up thoe. In the event I give up I will update this comment with an edit where I'll state that anybody who is able to figure out how to upload the mod to mod.io is free to do so as long as they credit me or some such bull. Hope you enjoy your playthroughs mate.
But it's just like the old samurai mod that used to exist here, also taken from FF14, that all the weapon styles and style chains don't work with an AI.
I wanted to make Lea'zel a samurai. But she only uses the main attack, no weapon styles at all, with the AI mod.
So it's a class for a self-played character.
Would it somehow be possible to make all weapon skills usable with the companion AI switched on?
I don't know if there's any way to do this with the mod tool.
Nevertheless, thanks for the effort to give us the class from FF14.
Mate imma give it to you straight. I will not be changing the mod to be compatible with other AI mods because I don't use AI mods, I don't know how they function, and I'm not willing to learn how to do it for something I most definitely will not be using. You are welcome to make a separate mod that adds the functions you want to my mod and share it, but I will not be undertaking that task myself. Sorry to disappoint, still I hope you can enjoy your playthroughs mate.
Thank you for your reply. I thought that there would be no communication at all.
A few general words. There are a lot of players who really enjoy BG3 with only companion and minion combat AI, like me. Only then does an RPG with group play really come alive. It breathes life into the team members and creates a really interesting role distribution and therefore a much better RPG experience.
Now modding. Since I don't know much about programming myself, I can't easily create a mod. I would do it, guaranteed and publish strong mods here with hand and foot. But when I look into the mod tool, I don't even know where to start. It's an unknown.
On the topic of AI, I've been told that basically, no guarantee, for an AI application of abilities, you have to mark them as set as a tag. If this is missing, then any talents without a tag simply don't exist for the AI and it won't use them.
In the game itself, there are probably still different tags. One for NPCs and one for player characters. The only difference is that the NPCs have additional abilities marked for use, such as using potions themselves, casting healing spells on themselves, or certain additional spells such as Armour of Agathys from the Warlock, which only the NPC AI uses independently, but not the AI of the player characters.
So it seems you would “only” have to figure out how to set the tag for the AI to be transferred to the pool of skills for use.
Where, how, what exactly... I have absolutely no idea.
But especially this samurai mod with the many style chains and the different skills would be something very fine for an AI.
The melee fighters, in particular, make the characters with AI really shine.
There is, for example, the FF14 mod Dragoon. It's a lot of fun to see Shadowheart in action with AI and as a Dragoon. Lae'zel is also always very convincing with the AI, especially as a Melee, especially when it's more than an automatic strike and especially with shield combat.
__________________________________ I'm currently playing your mod with my main character. I find the Yojimbo skill the most interesting.
- There are a few things I can add to it. The skill switches are a little hard to tell if they are ready or not yet. A slightly brighter color for skills that are usable would be helpful.
- Since the ability chains are longer, but can be performed continuously, there are a lot of clicks. Perhaps a passive (on/off) for the final ability would be useful, so that a style chain can then be performed automatically by the character one after the other until the final strike. This would greatly increase the flow of the game, but still give you the option to perform it yourself if you set the switch to (off).
Compared to Yijombo, the other skills have a very large AE radius. That's why I opted for Yijombo, after a few times skilling back and forth, because I think it's more suitable and more authentic. And also because a real sword fight is much more preferable here.
The AE effects are too big for me with the other two skills. It no longer feels so much like swordplay, more like magic.
Otherwise, your mod works very well for a melee character. Many melee fighters simply have only a few attacks and are therefore pretty much identical, except for the warrior's battlemaster.
Thanks for the implementation.
Translated with www.DeepL.com/Translator (free version)
I don't know, but I can guess. The mods will be compatible, as in the the vanilla classes will receive a feat every even level, but my modded classes will probably remain the same the only feature of the other mod that would affect my mods would be the level curve aspect of the mod you're talking about. That's a guess thoe and I could be wrong. You'll have to test it yourself to confirm it. Hope you enjoy your playthroughs mate.
Ok so i tried this mod to clear almost all quest in underdark (level 5-6) and i have several opinions / suggestions :
1. Yojimbo skill icon is too dark to see, in controller mode you have radial menu with green background and in keyboard mode you have the usual hotbar with dark background. The color of the skill icon is too dark when playing with both mode. Its not a problem if you remember which button is what or read the description before clicking it. Shiva is okay since it has bright icon color, haven't tried ramuh so i cant comment on it.
2. I think having the ability to use both higanbana and the cone stun aoe in 1 single turn is too strong. I tried fighting nere (elf cultist trapped in cave with gnome in the underdark) and my samurai killed him in 1 turn in tactician mode, he has 100 hp which is alot for that area. Maybe you can adjust the cost of cone aoe so it needs 2 "sticker" aka sen and ka buff + 1 bonus action so we can't use both higanbana and cone in 1 turn. Midare probably don't need any cost changes, 2 "sticker" sen ka + 2 bonus action. Haven't unlocked it so i can't comment on it.
Other than those 2 points, i really like the gameplay of this class, chaining combo and buff just like in ff14
I tried it for a little bit 2 minutes ago with the latest patch and I didn't notice any issues. Mind you I only tested it for a little bit. I also haven't received any complaints about it not working so far so I'm gonna go with an optimistic yes.
Uh I honestly don't know mate. I made it during patch 7 with the toolkit so for all I know it's not, but I'm not sure. You're gonna have to give it a try otherwise I'm sorry but I'm not savvy enough to downgrade my mod to an older patch.
Thanks for letting me know mate, I haven't messed with BG3 in a while so I didn't know if the mod was still good to go or not, so it's nice to hear that you haven't noticed any issues so far. Hope you enjoy your playthroughs mate.
Midare Setsugekka feels a bit weak. Admittedly I haven't tried the other sub classes capstone techniques for lack of a better word but the value from using your two different bonus actions techniques for the separate Sen and Ka moves are a lot better action economy wise than performing Midare. Maybe if it was some kind of AOE attack perhaps
Well a critique about Midare Setsugekka being weak was not what I was expecting, although I can understand what you're saying. I will not be changing Midare Setsugekka into an AOE, but your comment has made think of how I could improve the Ultimate and I already have a couple of Ideas. Now having said that I will not be increasing the damage of Midare Setsugekka directly either, as it stands the slashing vulnerability an enemy can get from higanbana combined with a guaranteed critical hit from Kaiten once per short rest makes the action economy value of Midare Setsugekka worth it when it comes to dealing with a single enemy which is what Midare Setsugekka and the Yojimbo subclass in general was designed to do.
Like I said you've given me a couple of Ideas of how I can improve the Ultimate a bit, which I will look into implementing after I finish up my next class mod, which should be hopefully finished by this weekend. Also thanks for using my mod and providing critique, gods know I'm new at this so it helps when folks point out flaws in the mod. Hope you enjoy your playthroughs with my mod mate, have a good one!
Alright so I updated the mod and added a move called Kaeshi Setsugekka which only works after using Midare Setsugekka. It's weaker than Midare but if I made it just as strong it would be way too overpowered. Heck I might even lower the damage of Midare if I feel I broke the balance too much. Anyway hope you enjoy.
Ideally the way to properly use Midare is really what Ezarin said, your suppose to start with higanbana for slash vulnerability and then use kaiten to finish with it midare, for AOE you really have Tenka which has stun status which is really good for crowd control, as for the other subclass, they follow the exact same method, as the same play style applies to ramuh/shiva with cold/thunder vulnerability, and if you have gear that amps their dmg like a couple rings I've found in the game the dmg goes even higher so.
Eh I didn't completely focus on balancing. I know for a fact it ain't balanced atleast not completely. Ramuh's subclass alone is probably too overpowered, and could solo the game as is I imagine.
After testing it and playing around with the class I can say Ramuh is the most op subclass, shiva is semi balanced and then yojimbo is the most balanced as I enjoy this mod so much.
Yea, I thought that was the case mostly because of Tempest and Heavenly Ice inflicting their vulnerabilities in an AOE. If there's a significant number of people that request a more balanced version, I'll see about making a separate balanced version. Otherwise, I'll let it be. I'm glad you liked it enough to test out all 3 subclasses, Thanks Lucila!
I'm planning on making a summoner/healer hybrid. It should be ready within the next 2 weeks or so if nothing in my life suddenly goes haywire. I've also got some floating ideas about some of the tank jobs too, but nothing concrete.
The summoner/healer hybrid will mostly be FFX flavored, but the tanks will definitely have a FFXIV flavor to them.
Glad you're enjoying it mate, and I know what you mean regarding the icons. Specially the ones for the tooltips, I faded them too much and never fixed it. It's an easy fix thoe so I'll just lope it in with the weekend fix. Have a good one! Edit: Latest update changed the icons and they should be easier to tell apart.
36 comments
Edit: If you want the feel of Kanmuru's mod use the Yojimbo subclass. That's the subclass that plays the most similarly to Kanmuuru's Samurai.
NVM, i just realized they are summoned via subclass
So get a character to level 3 Samurai, choose your Aeon, and look at the temporary panel of your hotbar should be a skill called Summon: Kotetsu, Masamune or Muramasa.
Edit: No worries I'll still leave this here in case someone else is also confused about getting the katanas.
Also let me know if you notice any bugs using it mid-playthrough. There shouldn't be any but I never tested that bit. Enjoy!
Thanks for all your hard work.
Thanks for the mod and hope to see a small little patch soon!
Edit: There is a way but the tooltips is not listed: Hyosetsu uses kenki to give umbral. Cheers!
I like the idea of the mod.
But it's just like the old samurai mod that used to exist here, also taken from FF14, that all the weapon styles and style chains don't work with an AI.
I wanted to make Lea'zel a samurai. But she only uses the main attack, no weapon styles at all, with the AI mod.
So it's a class for a self-played character.
Would it somehow be possible to make all weapon skills usable with the companion AI switched on?
I don't know if there's any way to do this with the mod tool.
Nevertheless, thanks for the effort to give us the class from FF14.
I thought that there would be no communication at all.
A few general words.
There are a lot of players who really enjoy BG3 with only companion and minion combat AI, like me. Only then does an RPG with group play really come alive.
It breathes life into the team members and creates a really interesting role distribution and therefore a much better RPG experience.
Now modding. Since I don't know much about programming myself, I can't easily create a mod. I would do it, guaranteed and publish strong mods here with hand and foot.
But when I look into the mod tool, I don't even know where to start. It's an unknown.
On the topic of AI, I've been told that basically, no guarantee, for an AI application of abilities, you have to mark them as set as a tag.
If this is missing, then any talents without a tag simply don't exist for the AI and it won't use them.
In the game itself, there are probably still different tags. One for NPCs and one for player characters. The only difference is that the NPCs have additional abilities marked for use, such as using potions themselves, casting healing spells on themselves, or certain additional spells such as Armour of Agathys from the Warlock, which only the NPC AI uses independently, but not the AI of the player characters.
So it seems you would “only” have to figure out how to set the tag for the AI to be transferred to the pool of skills for use.
Where, how, what exactly... I have absolutely no idea.
But especially this samurai mod with the many style chains and the different skills would be something very fine for an AI.
The melee fighters, in particular, make the characters with AI really shine.
There is, for example, the FF14 mod Dragoon. It's a lot of fun to see Shadowheart in action with AI and as a Dragoon. Lae'zel is also always very convincing with the AI, especially as a Melee, especially when it's more than an automatic strike and especially with shield combat.
__________________________________
I'm currently playing your mod with my main character. I find the Yojimbo skill the most interesting.
- There are a few things I can add to it.
The skill switches are a little hard to tell if they are ready or not yet. A slightly brighter color for skills that are usable would be helpful.
- Since the ability chains are longer, but can be performed continuously, there are a lot of clicks. Perhaps a passive (on/off) for the final ability would be useful, so that a style chain can then be performed automatically by the character one after the other until the final strike. This would greatly increase the flow of the game, but still give you the option to perform it yourself if you set the switch to (off).
Compared to Yijombo, the other skills have a very large AE radius.
That's why I opted for Yijombo, after a few times skilling back and forth, because I think it's more suitable and more authentic. And also because a real sword fight is much more preferable here.
The AE effects are too big for me with the other two skills. It no longer feels so much like swordplay, more like magic.
Otherwise, your mod works very well for a melee character. Many melee fighters simply have only a few attacks and are therefore pretty much identical, except for the warrior's battlemaster.
Thanks for the implementation.
Translated with www.DeepL.com/Translator (free version)
I want to use this mod with unlock level curve mod which has the option to give more feat per level
1. Yojimbo skill icon is too dark to see, in controller mode you have radial menu with green background and in keyboard mode you have the usual hotbar with dark background. The color of the skill icon is too dark when playing with both mode. Its not a problem if you remember which button is what or read the description before clicking it.
Shiva is okay since it has bright icon color, haven't tried ramuh so i cant comment on it.
2. I think having the ability to use both higanbana and the cone stun aoe in 1 single turn is too strong. I tried fighting nere (elf cultist trapped in cave with gnome in the underdark) and my samurai killed him in 1 turn in tactician mode, he has 100 hp which is alot for that area.
Maybe you can adjust the cost of cone aoe so it needs 2 "sticker" aka sen and ka buff + 1 bonus action so we can't use both higanbana and cone in 1 turn.
Midare probably don't need any cost changes, 2 "sticker" sen ka + 2 bonus action. Haven't unlocked it so i can't comment on it.
Other than those 2 points, i really like the gameplay of this class, chaining combo and buff just like in ff14
Like I said you've given me a couple of Ideas of how I can improve the Ultimate a bit, which I will look into implementing after I finish up my next class mod, which should be hopefully finished by this weekend. Also thanks for using my mod and providing critique, gods know I'm new at this so it helps when folks point out flaws in the mod. Hope you enjoy your playthroughs with my mod mate, have a good one!
Alright so I updated the mod and added a move called Kaeshi Setsugekka which only works after using Midare Setsugekka. It's weaker than Midare but if I made it just as strong it would be way too overpowered. Heck I might even lower the damage of Midare if I feel I broke the balance too much. Anyway hope you enjoy.
The summoner/healer hybrid will mostly be FFX flavored, but the tanks will definitely have a FFXIV flavor to them.
Edit: Latest update changed the icons and they should be easier to tell apart.