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Cahoot

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Cahooots

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14 comments

  1. Aziouss
    Aziouss
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    "the non-SE version will risk damage rider sources unintentionally applying"
    You say risk I say opportunity!
    Don't judge me... A Kobold just stabbed me for 36 damage at level 3 in the withers crypt.
    10/10 would do again!

    I am blaming your CX config along with goon, ajax and others whos difficulty mods/settings I am using.
    By blaming I mean thankful to you guys for the great additions to this amazing game!
    1. Cahooots
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      Glad you've been enjoying this mod and the other rebalances we've been working on! I just uploaded an updated version of my CX config with some fixes and slight rebalances, feel free to use it instead: link

      Ajax just uploaded a new CX config for Listo if you wanna grab that instead, depending on what mods you're using (biggest difference between Listo's and mine is that I don't use many mods that are in Listo, and so my config doesn't have the passives/spells from those mods and instead uses more from vanilla/the other mods I'd listed), and Goon's actively working on adding more features to Ultimate NPC Stat Overhaul so keep your eyes peeled for that as well :)
  2. Danimal1127
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    I love it, my divine sorcerer has the radiant one going all the time, so cool!
    just a question/request... could you add a force damage enchant as well?
    1. Cahooots
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      Glad you're enjoying it! I did consider adding Force and Psychic variants to round out all the damage types, but decided not to for a few reasons:

      • There aren't enough suitable spells to use for them, at least in vanilla. I could do Magic Missile + Disintegrate for Force, but not enough for Psychic, which would require 5e Spells or another mod for more suitable spells.
      • Due to the lack of spells of their damage types, their corresponding "boosts damage of the same type" effects wouldn't affect nearly as much as the other damage variants, and it.
      • They're meant to be rare damage types anyway, so  I think it's fine if they're missing from Markoheshkir.
      • I also have no art skills, so making two new icons for them would be a no-go for me (it already took forever making the Necrotic one, and even that one's imperfect). 
      Also, coming up with suitable VFX/SFX for them would be an additional not-insignificant chunk of work, and with the reasons above, I just didn't think it'd be worth it. 
    2. Danimal1127
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      very cool, thanks for responding and i understand.
      Keep up your great work
  3. Python8
    Python8
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    Hello, I noticed 3 problems:

    1. When I unequip the staff while using your added radiant or necrotic variations, the 2 granted spells don't disappear from the hotbar. They always disappear when using any of the original variations.

    2. I have this mod that removes VFX so that weapons don't show auras and effects. When using your radiant or necrotic variants, the weapon shows the effects aura.
    The mod that removes visuals is in the "Overrides" section in BG3ModManager so it can't be moved up or down and I don't really know how it works. I just know that the rest of the weapons in the game don't have any effects auras, only your necrotic and radiant variants.
    Maybe you can make a version without the effects or maybe it's possible not to override this mod that removes all weapon VFX.

    3. None of the radiant or necrotic variants were applying any of the on hit effects (chill touch/orb). I was using the Script Extender version (Script Extender installed) and the AOE Fix, everything placed in the correct order. The original variants on hit effects worked. I switched to the non Script Extender version and the on hit effects work now, but I guess won't be able to use the AOE Fix that applies the on hit effect with area spells. EDIT: It seems that area spells are applying the statuses of all variants even though I am not using the Script Extender version.

    Thanks.
    1. Cahooots
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      Hey, thanks for the feedback! I'll address them in order.

      1. Good catch! I realized that I missed adding the new Radiant and Necrotic statuses to be removed when unequipping the staff - completely overlooked this when I was testing. Will fix this when I'm home later!

      2. Not home so I can't unpack the mod, but from reading it, it appears to manually adjust existing VFX in the game. If that's the case, then the issue would be that the effects used in this mod (some of which are modified from vanilla effects) are not included in that mod.

      I won't make a separate version without VFX because maintaining too many separate versions quickly becomes unfeasible. However, if you know how to unpack mods, I can show you what to change to remove the VFX - it's very simple.

      3. In my testing, I noticed that sometimes the SE version wouldn't work properly as well. How it works is that it includes a "patch" to modify a script from the AOE Status Fixer mod, but I think sometimes the patch folder isn't loaded properly. I found that simply rebooting the game would fix this for me. Try also playing around with the load order, e.g. having this mod right after (below) AOE Status Fixer or having this mod closer to the end of your load order. I can also further test when I'm home.
    2. Python8
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      I think that the only weapon that had an "annoying" aura was the Staff of Cherished Necromancy because when using transmog mod, the aura would persist on other weapons. Maybe your necrotic variant is using the same aura.

      I have unpacked some mods for very small changes. Maybe you can tell me what to edit.
      Ideally, there could be an optional file that goes below the main mod and removes the VFX for these specific variants.

      I will keep the AOE thing like this even though it's contradictory because I am not using the Script Extender version and the effects are being applied in area spells and if I use the correct version (Script Extender), they never work.
    3. Cahooots
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      Fixed the issue with the 2 granted spells (and the status in general) remaining after the staff is unequipped, and also added an optional file to remove the VFX!

      I am not able to re-create the SE version not applying the on-hit effects - it still works fine for me when I test. I suspect that it would've worked for you if you just restarted the game, but if you're only gonna use the non-SE version anyway, then I guess it wouldn't matter to you.
    4. Python8
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      I think that my message didn't send so I'll say it quickly.

      Thanks for the vfx file.

      I tested the Script Extender version many times after restarting and all that. Never worked for me. Who knows why the non Script Extender version applies the area effects if technically you said that only the Script Extender version does that.

      I tested the necrotic variation and it does not show the vfx so that's good. The only small problem is that I see a buff with no icon (all black) called "MAG_THE_CHROMATIC_TECHNICAL".
    5. Cahooots
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      I fixed the MAG_THE_CHROMATIC_TECHNICAL buff being visible - it's supposed to be hidden but I accidentally left out the line to hide it.

      I also figured out why the non-SE version was still able to apply the statuses to all enemies hit by an AoE. If you had AOE Status Fixer loaded already, or mod such as Item and Spell Bug Fixes, then those mods actually remove the OncePerAttack cooldown from the variants. This would have affected the Radiant and Necrotic variants from this mod because they inherit the properties from the vanilla variants.

      I updated the non-SE version to intentionally remove this OncePerAttack cooldown for all vanilla and modded variants, both for consistency if you're using such mods, and also because the original problem the OncePerAttack cooldown was trying to prevent is as big of a deal if using Honour Mode ruleset. So you'll be fine to continue using the non-SE version!
  4. BaldursGoonsack
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  5. Agirlnamedmichael
    Agirlnamedmichael
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    Perfect!
  6. koboldJuno
    koboldJuno
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    This is nice. Thank you!