4 Sword mage was a very fun class One thing I was sad about was that the Execute skill, which can be used at level 11, had such a low accuracy rate that it was hard to create the situation I wanted. And are there any additional updates planned in the future? If there's an additional update, I'd like to play it again then thank you for mod
not sure what you mean by accuracy rate, it rolls with Attack(AttackType.MeleeWeaponAttack) like any other attacks. I have plans & ideas for a future updates, but I can't promise anything soon while Im working on other mods.
Str + Int , I believe its proficient with medium Armour & there's a conditional defense passive that grants resistance after taking a hit from the respective element types.
i just want to say i love your mods, yes plural mods in general. i absolutely love your piper bard mod and even V1 of the sword mage and V2.
i kinda wish you'd mad a 3rd subclass that uses V1's animations and its gimmick could be that it uses different types of damage. like one skill that does bludgeoning damage and dazes, or cripples, or chest traumas them, and another skill that does slashing and bleeds them, or piercing and leaves Gaping wounds, or hamstrung or blinds. Almost like a class that utilizes different weapons to pack on status effects instead of raw damage.
i really miss the old animations as much as i love the new ones and would like to see a state where both could be utilized.
Long story short, I'm pre-occupied with other mods, but the original visual's 'design direction' definitely have a place. Can't promise anything in any soon times tho.
Is there a way to disable the auto-summon sword after the battle ? Or simply make it so that they appears during battle but they are sealed away when the battle is over ? cause i'm having some issues with it, minor issues that is. Basically, for rp I sealed my visual sword when not in battle and when in battle they appears automatically when casting (until that point it's awesome) the thing is after the battle is over I have to seal them away each time cause they stay active after the battle and if I let them be active out of battle then i'm having two set of flying blade during battle, the idle ones and the combat ones, i'm not rly sure if I was clear enough lol.
Uploaded a new version of that file to separate it into two passives. If you disable the passive 'Combat End Summon' It won't auto summon the idle animations at the end of combat, while still removing the combat status visual. I assume this is what you are asking for. Also the idle animation should disappear when you enter combat, it just might take up to 40 seconds. You might need to respec when replacing the file, I don't know if it will add the passive automatically.
idk if you take ability/spell suggestions, but a few ideas i had whilst playing 4 swords style;
A "blender" type ability where the swords spin around your character's waist area for x amount of turns and deal damage to anything within the short radius once per turn.
A shield formation type move where the swords link together while spinning with one of the summon sigils in front, I don't know what the defensive ability result would be, but the visual is cool. Maybe a damage or spell reflect for one turn?
A reverse of the sword push spell, a mass pull where instead swords appear at the ends of the AoE radius(horizontal, instead of vertical) and fly inward. Would actually compliment the animation delay as the enemies would be dragged inward in the AoE circle then the swords would follow up, stabbing them.
A sword trap, you drop a sword into the ground with one of the sigils at the bottom, if an enemy walks into the trigger radius it goes off. I think more crowd control focused effect would be better for this one, some sort of vulnerability or stunning effect. Would work well with the push and the pull to sort of manipulate enemies into the traps.
If somebody has a good idea for another subclass that is distinct enough to filling the fantasy archetype
Could go for an elementalist style subclass.
A different magical sword type floating around for different elements. Flaming greatsword, poison rapier, electric katana, ice shortsword, radiant scimitar, necrotic longsword.
They wouldn't attack in unison typically, that's the four sword visual trait. I think each would have a specific ability tied to it and would only attack for that ability. Stuff for like spreading status and making surfaces on the battlefield on top of the direct damage.
An exception to the one attacking at a time thing could be for like the big strongest spell in which they all attack at once, doing all of the elemental damage at once.
I have no idea the tech limits, but you could have the weapon only appear floating if you picked the required spell. might have to make the spells come with passives for that idk(would be a good excuse to give some sort of resistance passive to whatever elemental weapon you selected).
Seconding this, I would totally see an Elemental Sword subclass variant that would act as an hybrid jackofalltrades healing/buffer & damaging/debuffer. Having multiple swords flying around you that would change color/element depending on the skill used or simply having one sword for each element ? But that way be too much sword, maybe then combining Psychic & Force, Poison & Acid, Thunder & Lightning perhaps so that you have less swords to animate ? Cause there is a lot element.
Each element would've some specific offensive & support skills for exemple : Radiant sword : - Healing sword : healing allies - Light sword : dealing physical + radiant damage (undead taking extra damage) + target suffers attack roll penalty for 1 turn Lightning sword : - Lightning speed sword : hastening allies - Lightning strike sword : dealing physical + lightning damage + shock status effect Ice sword : - Ice protect sword : protecting allies with a barrier of ice giving them temporary HP - Ricochet Ice sword : dealing physical + ice damage then ricochet to 2 more target & inflict cold status effect
And so on, I have many many ideas if you're looking for inspiration.
Hey love the idea behind this mod but for some reason when im using it in my playthrough im getting none of the animations. Im using the feat every 2nd level version. On patch 7
make a maybe a generic sword item with the 4 sword model, so that we could use a transmog to make our normal weapons match. I would love to dual wield them while also having the floating swords to match. Put into the tutorial chest.
or I guess you could make an actual special weapon, idk I feel like that would take more work.
oh and, any chance at a version where the big magic summoned sword attacks are green like the small ones?
also question about the animation speeds? is it normal that the attack hit happens before the actual swing animations of the multi-swords? Specifically the sweeping attacks.
yea, the current bandaid solution to make the backswords 'align' with the animations is done using interrupts which triggers after the character animations. I dont know of a way to delay the dmg, or make the interrupt trigger faster.
Thank you! I'm really loving the mod as i'm leveling it up more. This was a DnD character idea I had for years, it's so cool being able to see it realized in BG3.
Also, multi-classes quite nicely with Bladesinger.
74 comments
One thing I was sad about was that the Execute skill,
which can be used at level 11, had such a low accuracy rate that it was hard to create the situation I wanted.
And are there any additional updates planned in the future?
If there's an additional update, I'd like to play it again then
thank you for mod
i kinda wish you'd mad a 3rd subclass that uses V1's animations and its gimmick could be that it uses different types of damage. like one skill that does bludgeoning damage and dazes, or cripples, or chest traumas them, and another skill that does slashing and bleeds them, or piercing and leaves Gaping wounds, or hamstrung or blinds. Almost like a class that utilizes different weapons to pack on status effects instead of raw damage.
i really miss the old animations as much as i love the new ones and would like to see a state where both could be utilized.
Basically, for rp I sealed my visual sword when not in battle and when in battle they appears automatically when casting (until that point it's awesome) the thing is after the battle is over I have to seal them away each time cause they stay active after the battle and if I let them be active out of battle then i'm having two set of flying blade during battle, the idle ones and the combat ones, i'm not rly sure if I was clear enough lol.
A "blender" type ability where the swords spin around your character's waist area for x amount of turns and deal damage to anything within the short radius once per turn.
A shield formation type move where the swords link together while spinning with one of the summon sigils in front, I don't know what the defensive ability result would be, but the visual is cool. Maybe a damage or spell reflect for one turn?
A reverse of the sword push spell, a mass pull where instead swords appear at the ends of the AoE radius(horizontal, instead of vertical) and fly inward. Would actually compliment the animation delay as the enemies would be dragged inward in the AoE circle then the swords would follow up, stabbing them.
A sword trap, you drop a sword into the ground with one of the sigils at the bottom, if an enemy walks into the trigger radius it goes off. I think more crowd control focused effect would be better for this one, some sort of vulnerability or stunning effect. Would work well with the push and the pull to sort of manipulate enemies into the traps.
Could go for an elementalist style subclass.
A different magical sword type floating around for different elements. Flaming greatsword, poison rapier, electric katana, ice shortsword, radiant scimitar, necrotic longsword.
They wouldn't attack in unison typically, that's the four sword visual trait. I think each would have a specific ability tied to it and would only attack for that ability. Stuff for like spreading status and making surfaces on the battlefield on top of the direct damage.
An exception to the one attacking at a time thing could be for like the big strongest spell in which they all attack at once, doing all of the elemental damage at once.
I have no idea the tech limits, but you could have the weapon only appear floating if you picked the required spell. might have to make the spells come with passives for that idk(would be a good excuse to give some sort of resistance passive to whatever elemental weapon you selected).
Having multiple swords flying around you that would change color/element depending on the skill used or simply having one sword for each element ? But that way be too much sword, maybe then combining Psychic & Force, Poison & Acid, Thunder & Lightning perhaps so that you have less swords to animate ? Cause there is a lot element.
Each element would've some specific offensive & support skills for exemple :
Radiant sword :
- Healing sword : healing allies
- Light sword : dealing physical + radiant damage (undead taking extra damage) + target suffers attack roll penalty for 1 turn
Lightning sword :
- Lightning speed sword : hastening allies
- Lightning strike sword : dealing physical + lightning damage + shock status effect
Ice sword :
- Ice protect sword : protecting allies with a barrier of ice giving them temporary HP
- Ricochet Ice sword : dealing physical + ice damage then ricochet to 2 more target & inflict cold status effect
And so on, I have many many ideas if you're looking for inspiration.
make a maybe a generic sword item with the 4 sword model, so that we could use a transmog to make our normal weapons match. I would love to dual wield them while also having the floating swords to match. Put into the tutorial chest.
or I guess you could make an actual special weapon, idk I feel like that would take more work.
oh and, any chance at a version where the big magic summoned sword attacks are green like the small ones?
also question about the animation speeds? is it normal that the attack hit happens before the actual swing animations of the multi-swords? Specifically the sweeping attacks.
(very cool and fun mod btw)
Added in optional file
Also, multi-classes quite nicely with Bladesinger.
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Okay, its a technical limitation, understandable.