Love this series of mods. Is there any way we could get a split version of these, in case someone wants to mix and match your subclasses with other versions? Please?
What other versions? I just combined all these things into one mod to reduce the upkeep overhead I had when they were all separated - not going back to that :)
Could you please consider making an interrupt version of Psionic Strike? Just a single interrupt, without considering multiclass. I think the current way of relying on a toggle passive does offer good compatibility, but it's quite troublesome to switch it on and off each time, and it's easy to forget. This also goes against the natural logic of deciding whether to deal additional damage at the moment of hitting. If there's an interrupt version, it could be used in most cases for a more comfortable experience, and the passive could be used in complex situations where we can use Divine Smite or Sneak Attack.
Hey there! Since the latest update, at least when I level a companion, the Warrior subclasses aren't showing up? Is there a particular load order I should be concerned with? Your purple dragon knight shows up fine, just wanted to make sure. Thanks!
make sure you are using the nexus versions only... not the modio ones. And make sure no other mods are overwriting progression tables incorrectly As you can see from my media on the PDK mod page, they all show up
Discovered the error after a bit of experimenting!
The latest version of the Framework with the experimental code seemed to be the main culprit there. Thank you for the speedy replies though! It is appreciated.
Can you tell us what you did to fix it? There seems to be no one else that solved it but you and you don't mention what you did to fix it. Every other sub class mod works fine, the sub class from this mod doesn't show up at all.
Alright finally found a fix. For anyone who still has problems with the subclasses not showing up even after placing CL/CF top, bottom, left, and right. What made it work for me was downloadingCompatibility Frame work Version 2.6.3.12and Community Library Version 2.2.8.5 .
Load Order Top of Load Order below ImpUI (Top of the list on your mod manager) - Community Library (Here) Right Above Community Framework - Compatibility For Official Class (Here)
How random is the target chosen by the Cloud Rune? A big part of the utility in my read would typically be in making one enemy attack another, if there's a chance that it hits someone else in your party instead of prioritizing enemies first, that's not ideal.
It will always be an enemy and will only ever give you the interrupt prompt if there is another enemy you can see in range as well. So it is random but not harmful
Rune Knight's passive damage toggle wasn't appearing for me. I figured I might just be dumb or there was a conflict so I looked at the mod files to see if I could understand the problem, and I was able to get it to appear. In the Passive.txt file, I took off an "IsHidden" property that both GiantMight and RunicJuggernaut passives had and now the toggles show up properly; I'm not sure if there's a reason you had that there? I don't understand this sort of stuff very well, so I wouldn't be surprised if there's just something I'm not getting.
I also have had an issue with the Invoke Cloud Rune. It's blocking the attack and applying a Deceived condition to the attacker, but that's all. I assume based on the in-game description (which says you can direct it to hit a target on your next turn, contrary to the article here on its implementation which says it targets a random creature, does that need updating?) that it's supposed to give you a temporary spell to pick the target that takes the hit instead, but it doesn't appear for me, and unlike the toggle from the above, I could not find a way to make it appear while looking at the mod files as my knowledge of this stuff is too rudimentary, assuming my hunch is correct about there being some issue with a temporary spell not appearing. I can see other temporary spells just fine, including both vanilla stuff and ones from other mods like 5espells' things that have recasts. I'll also establish I don't use any mods that change the hotbar. The Script Extender console does not show any errors when using the reaction.
Possibly related, weirdly, Cloud is the only rune that doesn't need re-inscribing after a long rest, despite claiming, like the others, that it lasts until I finish a long rest. The others go away and need to be reapplied. In fact, not only does the reaction stay in my list, I *can't* reinscribe it. Noteworthy that I have explicitly tested the Cloud reaction both after inscribing it when I level up and get it, as well as after long resting and retaining the reaction, and neither gives me the redirect.
I am using the nexus version, but my script extender not working properly would be odd since I haven't noticed issues with any other mods and the script extender itself seems to work fine, no errors during game launch or anything.
I just tried starting new saves with only the script extender and this mod enabled, and then also with literally only this mod, and the cloud rune is still giving the same issue both times. I could try completely wiping and fresh installing, but at that point if it was necessary to fix this it would probably preclude me getting it to work with the other mods I do use anyway, or it wouldn't even be worth the effort since it's not that big of a deal, frankly. It's not like the game or subclass is entirely broken, I can live with Cloud rune just being a forced miss. Ain't like that's not still better than some of the other runes thanks to good old WotC balancing anyway.
While I'm here I'll also say you did a great job implementing everything as faithfully as you did, and when you absolutely had to make some things different (ie Cavalier) I think you did a stellar job of adapting or replacing features. I have your other subclass mods too, and I've loved the ones I've tried so far. You're doing great work.
So the tooltip is wrong (i forgot to update it in the nexus version whoops) the tooltip describes the way that the modio version works
Heres the odd thing - cloud rune is the only SE-powered rune ability, and the not needing to re inscribe runes at rest is also an SE thing... which is why I was thinking something was messed up with SE. Ill go re test some things and report back... i have not re tested this since P7
Well dang you are correct - these issues now exist i will go in and see what the heck is going on and try to fix it - thanks for the very detailed report
Haha, well I'm glad I could be of help! Out of curiosity though, why have Cloud work differently here on Nexus? I would have thought Nexus gets the "preferred" method while modio gets something that compensates for the lack of Script Extender, but frankly I'd say the modio redirect seems better to have control over the target. Though I guess it being instant means it could kill an enemy before their turn, or you could have a teammate kill the Deceived creature before the RK's turn rolls around to pick its target... I suppose both have their advantages, actually.
1) the randomized target will allow you to actually have the attacker re-use the exact same spell/action attack that it used the first time 2) i prefer seamless triggering of things rather than manual hotbar actions
so its a trade off, but i think its weighted heavier towards random
Hey I have a question, so on the mod manager you said the echo knight already exists on mod manager so you have no plans to add it to your combined fighter mod but whenever I search it, I can't find it, can you tell me what it's called in a reply please?
Hey no it’s not on modio. It’s here on nexus. you’d need to get it from nexus. And it’s great.
to clarify - echo knight is special and the base game mechanics cannot support its abilities. It requires expanded scripting to make it work like it is supposed to / this scripting is not allowed for mods using the built in mod manager and not allowed on console. To try and make a half baked version of the subclass without the functionality that makes it so special would be really dissatisfying which is why I’m not even considering it.
131 comments
if you aren’t seeing them then your cf/cl is not working right
And make sure no other mods are overwriting progression tables incorrectly
As you can see from my media on the PDK mod page, they all show up
The latest version of the Framework with the experimental code seemed to be the main culprit there. Thank you for the speedy replies though! It is appreciated.
Compatibility Framework в Baldur's Gate 3 Nexus - Моды и сообщество
Load Order
Top of Load Order below ImpUI (Top of the list on your mod manager) - Community Library (Here)
Right Above Community Framework - Compatibility For Official Class (Here)
Bottom of Load Order - Community Framework (Here)
Example
I also have had an issue with the Invoke Cloud Rune. It's blocking the attack and applying a Deceived condition to the attacker, but that's all. I assume based on the in-game description (which says you can direct it to hit a target on your next turn, contrary to the article here on its implementation which says it targets a random creature, does that need updating?) that it's supposed to give you a temporary spell to pick the target that takes the hit instead, but it doesn't appear for me, and unlike the toggle from the above, I could not find a way to make it appear while looking at the mod files as my knowledge of this stuff is too rudimentary, assuming my hunch is correct about there being some issue with a temporary spell not appearing. I can see other temporary spells just fine, including both vanilla stuff and ones from other mods like 5espells' things that have recasts. I'll also establish I don't use any mods that change the hotbar. The Script Extender console does not show any errors when using the reaction.
Possibly related, weirdly, Cloud is the only rune that doesn't need re-inscribing after a long rest, despite claiming, like the others, that it lasts until I finish a long rest. The others go away and need to be reapplied. In fact, not only does the reaction stay in my list, I *can't* reinscribe it. Noteworthy that I have explicitly tested the Cloud reaction both after inscribing it when I level up and get it, as well as after long resting and retaining the reaction, and neither gives me the redirect.
I just tried starting new saves with only the script extender and this mod enabled, and then also with literally only this mod, and the cloud rune is still giving the same issue both times. I could try completely wiping and fresh installing, but at that point if it was necessary to fix this it would probably preclude me getting it to work with the other mods I do use anyway, or it wouldn't even be worth the effort since it's not that big of a deal, frankly. It's not like the game or subclass is entirely broken, I can live with Cloud rune just being a forced miss. Ain't like that's not still better than some of the other runes thanks to good old WotC balancing anyway.
While I'm here I'll also say you did a great job implementing everything as faithfully as you did, and when you absolutely had to make some things different (ie Cavalier) I think you did a stellar job of adapting or replacing features. I have your other subclass mods too, and I've loved the ones I've tried so far. You're doing great work.
Heres the odd thing - cloud rune is the only SE-powered rune ability, and the not needing to re inscribe runes at rest is also an SE thing... which is why I was thinking something was messed up with SE.
Ill go re test some things and report back... i have not re tested this since P7
i will go in and see what the heck is going on and try to fix it - thanks for the very detailed report
1) the randomized target will allow you to actually have the attacker re-use the exact same spell/action attack that it used the first time
2) i prefer seamless triggering of things rather than manual hotbar actions
so its a trade off, but i think its weighted heavier towards random
you’d need to get it from nexus. And it’s great.
to clarify - echo knight is special and the base game mechanics cannot support its abilities. It requires expanded scripting to make it work like it is supposed to / this scripting is not allowed for mods using the built in mod manager and not allowed on console. To try and make a half baked version of the subclass without the functionality that makes it so special would be really dissatisfying which is why I’m not even considering it.
also thanks for updating your mods btw