Launch of 1.0.10.0 This should have been launched last week, but unfortunately I am running into a texture issue with another weapon I'm adding, so I decided to push the fixes that needed to be released as well as the icons. Issues/Fixes Crashing : Delete old version of the mod and reinstall fresh.Make sure all equipped items are out of your inventory (use the traveler chest
*The reason... If you try to load a save with the equipped armor in the save image, it for whatever reason freaks out and CTD for some users. I personally don't CTD as I'm modding and testing so that is the only solution I can think of for the people that it affects.*
Stiffening of the Tassels : Unequip and Reequip the armor, might still have issues in cutscenes Missing Equipment : If you've already looted/loaded a location with the mod's contents, there is highly likely chance that they won't magically reappear inside those containers. It's unfortunate, but the solution is to use the Tutorial Chest Summon. Those darn dwarves in the Myconid village must have had something to do with your missing loot, remember to Long Rest to refresh the shop. (Download the Rare Merchant Mod.)
****IMPORTANT CHANGES!****
I created an intrinsic spell for the Full Moon called Moonmaiden's Grace. It replaces the base 1d6 radiant damage intrinsic to the weapon to a temporary imbuement of radiant damage (20turns, still 1d6) at the cost of a bonus action. This is to replace the glowstick effect of the weapon and make it more appealing for cutscenes. The imbuement costs a bonus action, but doesn't require concentration. To remove the glowstick effect from preexisting swords, just activate the ability and it should override the previous condition. There is no short-rest or long-rest requirements for the skill, meaning you can activate it whenever and in my minds eye 20 turns is more than enough to preimbue before combat. Version 1.0.8
Delete Reforged Beta V3: Already incorporated in Version 1.0.9
Whats new?
Icons.. and Balance.
Going forward.
Custom Shield model
More Armor. I want to mainly add a heavy Sharran set and two light sets to match the twin deities.
Fixing Gnomes and Halflings
I like adding armor. Expect more armor either as additions or standalone. Sneak Peak
I don't know if i'll get an answer, but here it goes:
- i got the mod to play a Bladesinger with a Eilistraee-ish sword, but the game is not recognising the Full Moon as a longsword even if it's categorized like one and it's blocking Bladesinging, any solution?
Tutorial Chest version has the items ONLY in the tut chest and not the game world or merchants as well right? or does the Tut Version have the items in both the Tut Version and Intended Acquisitions locations simultaneously (almost like duplicate copies)
I used that mod until early this year when I put BG3 away for Pathfinder: WOTR and loved it. Now I picked BG3 back up, rebuilt my modlist for the current patch - and as soon as I acquired the armor, I felt something was missing. It was the Radiant Shockwave.
Why was that removed? It was powerful, yes - but you can get the Luminous Armor in early act 1, right next to the chest with the rare variant of the Holy Armor of Selune, which also has the Radiant Shockwave property. I had a few crashes early on when the Radiating Orb condition got stacked too high, but that was eventually fixed by Larian limiting it to at most 10 stacks.
It seems like the replacement for Radiant Shockwave is Lunar Blessing - which is a cool ability by itself, but redundant with the Solar/Aasimar race's Solar Blessing - although that is not your fault of course, you can't decide what other modders do :-)
If I download the old variant of the armor with Radiant Shockwave, would that still work on the current patch?
Feel like im going crazy, but has anyone actually figured out how to get Nightfall? Someone said to combine the base sword with mithril or just combine mithril together but im in act 3 and I dont see any way of combining materials together like that
458 comments
This should have been launched last week, but unfortunately I am running into a texture issue with another weapon I'm adding, so I decided to push the fixes that needed to be released as well as the icons.
Issues/Fixes
Crashing : Delete old version of the mod and reinstall fresh. Make sure all equipped items are out of your inventory (use the traveler chest
*The reason... If you try to load a save with the equipped armor in the save image, it for whatever reason freaks out and CTD for some users. I personally don't CTD as I'm modding and testing so that is the only solution I can think of for the people that it affects.*
Stiffening of the Tassels : Unequip and Reequip the armor, might still have issues in cutscenes
Missing Equipment : If you've already looted/loaded a location with the mod's contents, there is highly likely chance that they won't magically reappear inside those containers. It's unfortunate, but the solution is to use the Tutorial Chest Summon. Those darn dwarves in the Myconid village must have had something to do with your missing loot, remember to Long Rest to refresh the shop. (Download the Rare Merchant Mod.)
****IMPORTANT CHANGES!****
I created an intrinsic spell for the Full Moon called Moonmaiden's Grace. It replaces the base 1d6 radiant damage intrinsic to the weapon to a temporary imbuement of radiant damage (20turns, still 1d6) at the cost of a bonus action. This is to replace the glowstick effect of the weapon and make it more appealing for cutscenes. The imbuement costs a bonus action, but doesn't require concentration. To remove the glowstick effect from preexisting swords, just activate the ability and it should override the previous condition. There is no short-rest or long-rest requirements for the skill, meaning you can activate it whenever and in my minds eye 20 turns is more than enough to preimbue before combat. Version 1.0.8
Delete Reforged Beta V3: Already incorporated in Version 1.0.9
Whats new?
Icons.. and Balance.
Going forward.
I like adding armor. Expect more armor either as additions or standalone. Sneak Peak
- i got the mod to play a Bladesinger with a Eilistraee-ish sword, but the game is not recognising the Full Moon as a longsword even if it's categorized like one and it's blocking Bladesinging, any solution?
Why was that removed? It was powerful, yes - but you can get the Luminous Armor in early act 1, right next to the chest with the rare variant of the Holy Armor of Selune, which also has the Radiant Shockwave property. I had a few crashes early on when the Radiating Orb condition got stacked too high, but that was eventually fixed by Larian limiting it to at most 10 stacks.
It seems like the replacement for Radiant Shockwave is Lunar Blessing - which is a cool ability by itself, but redundant with the Solar/Aasimar race's Solar Blessing - although that is not your fault of course, you can't decide what other modders do :-)
If I download the old variant of the armor with Radiant Shockwave, would that still work on the current patch?