Should be fine, I'm using in patch 8 successfully. The class disappearance issue is probably fixed by the Community Framework patch for Patch 8 modded class compatibility.
Relatively low if you want any changes it makes to enemy stats to apply. If you are only interested in the new gear and equipment, NPC spells, and features for combat extender, then it just needs to be below any spell mods on your load order that it might reference (5e spells, PF2e, etc)
Combat Extender can go anywhere, but the Ultimate NPC Overhaul mod needs to be after Combat Extender. Combat Extender doesn't care where spell/equipment/other mods are besides that
Can we consider weakening Mind-Claw of Tu'narath? Or make some new changes to the mechanism of Legendary Action: Mind-Claw of Tu'narath itself? When our level 11 team faced him, the summoned Mind-Claw of Tu'narath had a single HP of 70 (30 in the original game), and was immune to all resistances and poison and mental damage. In this case, it is difficult for the caster to clean it up with area spells, and physical professions cannot assign actions to it. Because when Mind-Claw of Tu'narath hits, W'wargaz will immediately use Mindsteal Link as a reaction on the target. Therefore, the strategy is still limited to constantly maintaining blindness on the Inquisitor, so that he cannot use legendary actions, and then quickly kill him with high output.
I think in order to defeat the boss, you can only skip his legendary action completely, which reduces the fun of playing against his legendary action when attacking the boss. Therefore, I think it would be great if we could increase the boss's health and prolong the fight, and get some way to clean up the Mind-Claw of Tu'narath other than killing W'wargaz, such as making it disappear when it is incapacitated, or lowering its health to give the caster a chance to clean it up.
I actually have a nerf for W'w'argaz (or whatever his name is) and his dumb mindsteal link in Listo's patches (you can unpack the Listo Patches and Tweaks mods and find it in stats/generated/data/wwargaz). But in the next Degreaser update, I could move the nerfs to w-gaz over to Degreaser.
Hey, how many things would not work if I didn't use PF2e Spells? I just hope not to add spells that affect the balance, or wait for your PF2e Spells-lite(When someday you get permission).
Mariner's Revenge wouldn't work properly (it's Polar Ray spell wouldn't do anything), and obviously all the NPC_ spells that are from PF2e won't do anything if you add them to any enemies.
But otherwise it should work fine-ish?
You can use Listo's PF2e patch which removes a *lot* of spells, gets rid of the "2e" in the name, and rebalances/fixes several from the misc files section of this page. Just load "Listo Spells" under PF2e
Hello I based on the load "Listo Spells" under PF2e you said, I found that it will cause all my MODs to fail, I can only choose one of them to use, what is the reason. Also, the Goon d100 Wild Magic you made, is it a patch or replace the original mod?
Yes. In truth the actual best place to get up-to-date CX files from me is to download zzz_ListonomiconModSettings from the Listo page. Right now I'm waiting on Cahoots and Baldursgoonsack to finish a big project (and potentially a big update to Combat Extender as a result) that is really going to shake up CX.
So the March 13 version of Combat Extender in zzzz_ListonomiconModSettings is closer than the February 16 version in Ajax Presents The Most Comprehensive Combat Extender Config Files Available? I found that the old version has 2211 lines, and the new version has only 2115 lines.
I find that, generally, modded playthroughs have a lot of power creep and any setup would probably benefit from (and be able to handle) the slight increase to movement speed, HP, and Combat Extender tagging of enemies in that fight (with the CX part only applying if you are also using Combat Extender). But if you are interested in the rest and just want that part gone, you can unpack the mod with the BG3 multitool and go to DeGreaser\Public\DeGreaser\Stats\Generated\Data. In Character.txt, search for "///Make Halsin Portal Suck Less" (line 768), delete everything from that to where you see ///Jelly Ochres (line 860), save, repack, and Bob's your uncle.
20 comments
When our level 11 team faced him, the summoned Mind-Claw of Tu'narath had a single HP of 70 (30 in the original game), and was immune to all resistances and poison and mental damage. In this case, it is difficult for the caster to clean it up with area spells, and physical professions cannot assign actions to it. Because when Mind-Claw of Tu'narath hits, W'wargaz will immediately use Mindsteal Link as a reaction on the target. Therefore, the strategy is still limited to constantly maintaining blindness on the Inquisitor, so that he cannot use legendary actions, and then quickly kill him with high output.
I think in order to defeat the boss, you can only skip his legendary action completely, which reduces the fun of playing against his legendary action when attacking the boss.
Therefore, I think it would be great if we could increase the boss's health and prolong the fight, and get some way to clean up the Mind-Claw of Tu'narath other than killing W'wargaz, such as making it disappear when it is incapacitated, or lowering its health to give the caster a chance to clean it up.
I just hope not to add spells that affect the balance, or wait for your PF2e Spells-lite(When someday you get permission).
But otherwise it should work fine-ish?
You can use Listo's PF2e patch which removes a *lot* of spells, gets rid of the "2e" in the name, and rebalances/fixes several from the misc files section of this page. Just load "Listo Spells" under PF2e
I found that the old version has 2211 lines, and the new version has only 2115 lines.
I am particularly looking at this comment on the portal fight:
which makes it sound like one would have a bad time installing this mod in a non-Listonomicon playthrough anyway.