Version 3.0 Update: A new version that completely replaces the normal Extra Attack mechanics. Pact of the Blade and Extra Attacks stack, multiple Extra Attacks do not stack. Haste, Bloodlust etc. still work. No Longer on a on Turn or on Aktion Basis but permanent. All Screenshots are from Version 3.0
Honour Mode Version: Pact of the Blade and Extra Attacks will not stack. The Honour Mode Main File has been replaced with a Patch. Load the Patch after the Main File if you want Honour Mode Rules.
There is a problem in the new profession of the sorcerer, the Curse Swordsman. When I reach level five of the Curse Swordsman's Blade Magic Contract, I am not given a second action point.
When I don't choose the Curse Swordsman but select another sub-class and then choose the Blade Demon Contract, it's normal and I can get a second action point.
i uploaded a new Version 3.4 which should add Pact of the Blade Support for Hexblade Weapons. I can't test it right now as i am not at home. Could you test it with the new Version and give me Feedback, thank you. :)
Edit: Tested it now that i am home and it seems to work now.
Is there any compatability with mods that raise the level to 20 and add the final fighter feature of a 3rd Extra Attack? Mods like UnlockedLevelCurve and Expansion add level 20 Fighters and I'm wondering if this mod also adds a corresponding action point for those features.
If not is there any plans to do so in a future update? Thanks for the mod regardless, an interesting take on the rebalancing Extra Attack.
Currently the 3rd Extra Attack from UnlockLevelCurve or Expansion would not benefit from this mod, but i could add support for it. Will update you when i have it done.
Thanks for the quick reply, yeah it still persisted through a long rest, the uninstaller worked though! Good mod btw, it just seemed to conflict with some of my other mods and things got a bit buggy after patch 8.
The description should mention that enemies benefit from this revamp as well, and that this can sometimes make them much stronger if they aren't pure warriors.
In particular, I just met Cazador and, since he has Improved Extra Attack (now Improved Extra Action), he could open by casting multiple powerful spells in one turn and immediately wiping my party with ~180 damage to all my characters before they even got a turn (thanks to the +7d10 damage rider to each spell that he gets).
I think it's not a common issue - the vast majority of enemies either lack Extra Attack or don't have anything too powerful to do with their new actions. But precisely because most enemies are unaffected, I would consider making the mod only affect player-controlled characters, if it's not a giant hassle.
Other than that, it's been working fine for most of Act 3 now.
It could be tricky to only apply the extra Action to players and retaining the normal extra attack mechanics for npcs. There is a condition "IF(Player())" which maybe could work. I would like to avoid creating two seperate passives for all extra attack variants, then i would have to also edit all the progressions which would make this mod less compatible.
I think cazador should be the only boss which is too strong because of the extra attack/action, i did not encounter other tough fights in my last playthrough while using the other extra action mods.
I will have a look at it when i find time. I could upload a mod which removes the Extra Action Passive from cadazor in the meantime, his fight is absurd without something like counterspell, at least the first turn.
Edit: The Editing of Cazadors passives does not seem to work, atleast not in my tests. He still has the passive, maybe because he was already loaded.
Edit 2: Pro tip: have the character.txt in the correct folder, i think i was a bit too tired yesterday. I uploaded two optional files removing the Extra Attack passive from cazador, one extra version for honour mode runs.
I've tried the 3.0 version (honour mode version) and it is working much better :)
I have found one, non-stopping bug though: when I had Jaheira cast Sunbeam, I was able to recast Sunbeam indefinitely because I'd immediately get an action point back.
Nevermind. It's an unintended (but correct) interaction with a modded item. Ignore.
3.0 seems to be close to the original mod non ? That leads to a question, why not use HasPassive to avoid extra attack stacking, but without status, with something like this (just the good parts) :
new entry "ExtraAttack" type "PassiveData" data "Properties" "Highlighted" data "Boosts" "ActionResource(ActionPoint,1,0)"
new entry "WildStrike" type "PassiveData" data "StatsFunctorContext" "OnCreate;OnStatusApplied;OnStatusRemoved" data "Conditions" "HasStatus('SG_Polymorph_BeastShape',context.Source) and not HasPassive('ExtraAttack', context.Source)" data "Boosts" "ActionResource(ActionPoint,1,0)"
new entry "ThirstingBlade_Blade" type "PassiveData" data "StatsFunctorContext" "OnCreate;OnCast;OnEquip;OnUnequip;OnStatusApplied;OnStatusRemoved" data "Conditions" "HasPactWeapon(context.Source) and not HasPassive('ExtraAttack', context.Source)" data "Boosts" "ActionResource(ActionPoint,1,0)"
PS: seems there is just a little mistake in Extra attack passive, should not have any IF ?data "StatsFunctors" "IF:ApplyStatus(EXTRA_ATTACK, 100, -1)"
The problem is the stacking of multiple extra Attacks of for example the barbarian and the fighter. I did not find a way with only passives, tags etc. to fix that, that why i changed it to status boosts. That is the main difference now between this mod and the other two. In one there was no stacking of multiple extra attacks but you could not use haste or bloodlust and the other hat stacking of extra attacks.
The Stacking of Pact of the Blade and extra Attack is intended. Like the normal Extra Attack in non-honour mode would work. The Status Boost method theoretically is only needed for extra attack so that it does not stack.
Because of the IF:, yes i did not see that, but worked fine in my tests. :D I will upload a new file without the "IF:" Edit: New File without the "IF:" has been uploaded.
Hi, i uploaded a "Honour Mode" Version where Pact of the Blade and Extra Attack do not stack. Like you said, just changed the stack id to be the same and gave Pact of the blade a lower Stack Priority than Extra Attack. The Last part is not really necessary but it works smoother that way, without the changed stack priority the Statuses will fight who may give you the extra Action and you will see 3 Points for a millisecond on a status change.
No idea if this is just me, or my mods, or if simply waiting for the next version will fix it, but for some reason as a Dread Overlord Warlock, when I enter turn based (even outside of combat) I get a second action after 6 seconds (a turn), that disappears after a few seconds when it ends, even in combat. It's minor, but I don't think that's supposed to happen.
The Action Points Buff also applies in simple turn based mode outside of combat. The Action Point/s should disappear after turn based mode has ended and a "turn" has passed. This is currently intended because the extra actions could be relevant in turn based mode even outside of combat.
Hi! I tried the experimental version 2.3 because I had a pallock in my party. Unfortunately it breaks pretty badly with Wild Shape - using a moon druid's bonus wild shape, I end up stuck and unable to take any action or switch character. Hope that helps.
34 comments
Honour Mode Version: Pact of the Blade and Extra Attacks will not stack.
The Honour Mode Main File has been replaced with a Patch. Load the Patch after the Main File if you want Honour Mode Rules.Old pre 3.0 Versions have been archived.
The last Version was made before Patch 8, will update it to also work for the Hexblade Warlock.
i uploaded a new Version 3.4 which should add Pact of the Blade Support for Hexblade Weapons. I can't test it right now as i am not at home. Could you test it with the new Version and give me Feedback, thank you. :)
Edit: Tested it now that i am home and it seems to work now.
If not is there any plans to do so in a future update? Thanks for the mod regardless, an interesting take on the rebalancing Extra Attack.
the new version 3.4.1 adds support for Unlock Level Curves and Expansions Superior Extra Attack and Expansions Bladesinging: Extra Attack
The description should mention that enemies benefit from this revamp as well, and that this can sometimes make them much stronger if they aren't pure warriors.
In particular, I just met Cazador and, since he has Improved Extra Attack (now Improved Extra Action), he could open by casting multiple powerful spells in one turn and immediately wiping my party with ~180 damage to all my characters before they even got a turn (thanks to the +7d10 damage rider to each spell that he gets).
I think it's not a common issue - the vast majority of enemies either lack Extra Attack or don't have anything too powerful to do with their new actions. But precisely because most enemies are unaffected, I would consider making the mod only affect player-controlled characters, if it's not a giant hassle.
Other than that, it's been working fine for most of Act 3 now.
I think cazador should be the only boss which is too strong because of the extra attack/action, i did not encounter other tough fights in my last playthrough while using the other extra action mods.
I will have a look at it when i find time. I could upload a mod which removes the Extra Action Passive from cadazor in the meantime, his fight is absurd without something like counterspell, at least the first turn.
Edit: The Editing of Cazadors passives does not seem to work, atleast not in my tests. He still has the passive, maybe because he was already loaded.
Edit 2: Pro tip: have the character.txt in the correct folder, i think i was a bit too tired yesterday. I uploaded two optional files removing the Extra Attack passive from cazador, one extra version for honour mode runs.
I suggest mentioning it in the main page description though, otherwise it's easy to overlook.
I have found one, non-stopping bug though: when I had Jaheira cast Sunbeam, I was able to recast Sunbeam indefinitely because I'd immediately get an action point back.Nevermind. It's an unintended (but correct) interaction with a modded item. Ignore.
That leads to a question, why not use HasPassive to avoid extra attack stacking, but without status, with something like this (just the good parts) :
new entry "ExtraAttack"
type "PassiveData"
data "Properties" "Highlighted"
data "Boosts" "ActionResource(ActionPoint,1,0)"
new entry "WildStrike"
type "PassiveData"
data "StatsFunctorContext" "OnCreate;OnStatusApplied;OnStatusRemoved"
data "Conditions" "HasStatus('SG_Polymorph_BeastShape',context.Source) and not HasPassive('ExtraAttack', context.Source)"
data "Boosts" "ActionResource(ActionPoint,1,0)"
new entry "ThirstingBlade_Blade"
type "PassiveData"
data "StatsFunctorContext" "OnCreate;OnCast;OnEquip;OnUnequip;OnStatusApplied;OnStatusRemoved"
data "Conditions" "HasPactWeapon(context.Source) and not HasPassive('ExtraAttack', context.Source)"
data "Boosts" "ActionResource(ActionPoint,1,0)"
PS: seems there is just a little mistake in Extra attack passive, should not have any IF ?
data "StatsFunctors" "IF:ApplyStatus(EXTRA_ATTACK, 100, -1)"
The Stacking of Pact of the Blade and extra Attack is intended. Like the normal Extra Attack in non-honour mode would work. The Status Boost method theoretically is only needed for extra attack so that it does not stack.
Because of the IF:, yes i did not see that, but worked fine in my tests. :D
I will upload a new file without the "IF:"
Edit: New File without the "IF:" has been uploaded.
Do you think you will make a non-stacking version, for people who prefer HM rules?
If not, would it be as simple as changing a StackId, if we wanted to make the edit ourselves?
Did you have any problems with uninstalling the mod?