"Telepathic" feat from Tasha's Cauldron if possible! +1 to INT, WIS or CHA and the ability to cast detect thoughts. Squire, and Knight feats from Dragonlance Check grim harvest and remarkable athlete
Activate racial requirements for certain feats (thanks Rando and BG3 5.24 RAW discord). See under Files/Optional Files. featsextra_Limit. Load this pak AFTER featsextra.
Cannot get Dwarven Fortitude to work. You said that the feats are NOT race restricted on the ingame mod manager version (which i am using) but that skill doesnt work for me. I am an half orc. Picked fighter. Picked Dwarven fortitude as first feat. Used the potion and enabled the dodge action. Went to combat. Took some damage. Used the dodge action. Did not get any health back at all. Did it on enemies that wont restrict healing such as some random goblin archers in act 1. I only have this mod as a feat one.
It would be cool to add the Keen Mind feat but the +1 to Int is probably the only thing that could be used from its benefits. You always know which way is north - not useful You always know the number of hours left before the next sunrise or sunset - probably not useful You can accurately recall anything you have seen or heard within the past month - would be very cool but how in the world would you implement it?
Hello, thanks for the cool mod! It inspired me to make my own trait, but could you give me a hint, being skilled in these things) I want to make a trait that would bind my persuasion, deception and intimidation skills from charisma to intelligence. Where do I need to put these commands in Toolkit? In Boosts?
I would add a passive to a character with this as a boost RollBonus(SkillCheck, IntelligenceModifier - CharismaModifier, Persuasion)
How to add a passive to a character? Class progressions, racial progressions, items, Osiris scripting, make a spell and give to a class spelllist, add to a background..many options. If you get stuck let me know...or DM me on discord LostSoul9832.
The idea is exactly to create a feat that would passively give a modifier from intelligence to communication skill checks. And also gave a +1 bonus to intelligence. This feat should only be available to the githyanki race or the wizard class. However, I can't seem to get these bonuses to work properly - there are no effects in the game other than the intelligence bonus. Also difficulties with the description and names - the game displays ERROR and empty fields. If you find it possible to advise, I will be very grateful!
Any Idea what spells you learn from Fey touched feat? I notice it says only take a lv 1 spell but at character level 7 I now have level 3 spells from this feat, will I continue to learn higher spells from Fey Touched feat?
This is how it works You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.
Thank you for your awesome work on this mod, it's been a great addition to my BG3 playthrough!
I've been digging into how to create or tweak feats, and I'm trying to figure out how to lock a feat until a certain character level (for example, make it unavailable until level 8 or 12).
The closest example I found is from your mod, where you use this line:
<attribute id="Requirements" type="LSString" value="FeatRequirementAbilityGreaterEqual('Dexterity',13)"/> That works great for ability score requirements, but I haven’t been able to find a similar function for level gating.
Any insight would be hugely appreciated. Thanks again for your work!
What you do is add a "Skill" at different character levels, then make the feats require that "skill". For compatibility, if you could use a different number in the Value.List.txt
value "FE_Elf" : 60 value "FE_Human" : 61 value "FE_Drow" : 62 value "FE_Dwarf" : 63 value "FE_Duergar" : 64 value "FE_Gnome" : 65 value "FE_Halfling" : 66 value "FE_Tiefling" : 67 value "FE_Githyanki" : 68 value "FE_Dragonborn" : 69 value "FE_HalfOrc" : 70 value "FE_HalfElf" : 71 value "FE_SquatNimbleness" : 72 value "FE_DeepGnome" : 73 value "FE_WoodElfMagic" : 74
The mods are based off 2014 dnd ruleset. It allows players to have their dnd characters in BG3 and gives more player choice for subsequent playthroughs. Enjoy
Hello, not a super big issue but Gift of the Chromatic Dragon has mislabeled buff. The Chromatic Infusion choices are labeled correctly per element, but the buff shows up as "chromatic infusion: acid" regardless of element chosen. I.e. selecting fire, cold, lightning, poison still shows up as acid on the buff and spellcast.
For some reason, this conflicts with non-mod Circle of Stars. The sub-class doesn't show up if this mod is turned on. Seems to be fine to disable this mod, pick Stars, than turn it back on.
Couldn't give you specifics. I googled it and a lot of people mentioned the feat mod as the reason the Circle of Stars doesn't show up. When you're choosing your subclass, it simply...doesn't show up, at all. Just the CoS that I saw, but I didn't delve deep. The moment I removed this mod, and specifically this mod, CoS showed up again.
Hey just so you know it might only be there if you are creating a newly leveled character. Respeccing might be the culprit. I was able to get everyone in my party onto the new classes first go around but when I respecced the subclasses were missing
I'm having a similar issue where I cannot see any of the new Patch 8 sub-classes after character creation: - new sub-classes visible and selectable as normal upon character creation - cannot see the new ones when leveling up (e.g. no Path of Giants at Barbarian Level 3) - cannot see the new ones when multi-classing (e.g. no Hexblade at Warlock multi-class Level 1)
I have reset all my characters to Level 1 via Withers and attempted to remove the mod for testing, but then cannot reload any saved games :( I also have ImpUI and Feats Upgraded running. I've tried removing all combinations of them but still can't load a save with this mod disabled.
Any thoughts or advice on how to sort this out? My ideal solution would be keeping this wonderful mod and seeing the Patch 8 sub-classes -- thank you!
This mod doesn't change class progressions. It only adds feats available for selection. I would vanilla your game, then add mods back in one at a time to find which mod is causing the issue.
Hi! Hopping in to say I am also having this issue and I tried what you suggested and vanilla'd everything out and adding everything back one by one... aaaand it's definitely this mod that's causing issues (even though it's not technically affecting class progression). It's not every subclass, but it is a lot of them (I can only access College of Glamour (Bard), Shadow Magic (Sorcerer), Oath of the Crown (Paladin), and Hexblade (Warlock)). I use this mod all the time and would hate to have to let it go. Thanks!
1550 comments
"Telepathic" feat from Tasha's Cauldron if possible! +1 to INT, WIS or CHA and the ability to cast detect thoughts.
Squire, and Knight feats from Dragonlance
Check grim harvest and remarkable athlete
Osi.TemplateAddTo("d63f6518-125c-48b6-8416-3fda90f5df92", GetHostCharacter(), 1, 1)
Add Feats Extra Potion (to add Dodge action).See under Files/Optional Files. featsextra_Limit. Load this pak AFTER featsextra.
You said that the feats are NOT race restricted on the ingame mod manager version (which i am using) but that skill doesnt work for me.
I am an half orc.
Picked fighter.
Picked Dwarven fortitude as first feat.
Used the potion and enabled the dodge action.
Went to combat.
Took some damage.
Used the dodge action.
Did not get any health back at all.
Did it on enemies that wont restrict healing such as some random goblin archers in act 1.
I only have this mod as a feat one.
Does it work in the nexus version of the mod?
This mod is on console.
Which feats are in the nexus mod and not in the mod.io version of the mod?
You always know which way is north - not useful
You always know the number of hours left before the next sunrise or sunset - probably not useful
You can accurately recall anything you have seen or heard within the past month - would be very cool but how in the world would you implement it?
I want to make a trait that would bind my persuasion, deception and intimidation skills from charisma to intelligence. Where do I need to put these commands in Toolkit? In Boosts?
I would add a passive to a character with this as a boost
RollBonus(SkillCheck, IntelligenceModifier - CharismaModifier, Persuasion)
How to add a passive to a character? Class progressions, racial progressions, items, Osiris scripting, make a spell and give to a class spelllist, add to a background..many options. If you get stuck let me know...or DM me on discord
LostSoul9832.
However, I can't seem to get these bonuses to work properly - there are no effects in the game other than the intelligence bonus. Also difficulties with the description and names - the game displays ERROR and empty fields.
If you find it possible to advise, I will be very grateful!
This mod only adds feats, it doesnt change progressions.
I notice it says only take a lv 1 spell but at character level 7 I now have level 3 spells from this feat, will I continue to learn higher spells from Fey Touched feat?
This is how it works
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.
I've been digging into how to create or tweak feats, and I'm trying to figure out how to lock a feat until a certain character level (for example, make it unavailable until level 8 or 12).
The closest example I found is from your mod, where you use this line:
<attribute id="Requirements" type="LSString" value="FeatRequirementAbilityGreaterEqual('Dexterity',13)"/>
That works great for ability score requirements, but I haven’t been able to find a similar function for level gating.
Any insight would be hugely appreciated. Thanks again for your work!
Have a look at featsextra_limit
What you do is add a "Skill" at different character levels, then make the feats require that "skill".
For compatibility, if you could use a different number in the Value.List.txt
value "FE_Elf" : 60
value "FE_Human" : 61
value "FE_Drow" : 62
value "FE_Dwarf" : 63
value "FE_Duergar" : 64
value "FE_Gnome" : 65
value "FE_Halfling" : 66
value "FE_Tiefling" : 67
value "FE_Githyanki" : 68
value "FE_Dragonborn" : 69
value "FE_HalfOrc" : 70
value "FE_HalfElf" : 71
value "FE_SquatNimbleness" : 72
value "FE_DeepGnome" : 73
value "FE_WoodElfMagic" : 74
I've had a look into featsextra_limit, but I'm still not sure I quite understand what it is you are suggesting.
Might you have an example of what I'd have to add to the Progressions.lsx and Value.List.txt?
Thanks again! :)
Have a look at what i added to each of the races in progressions.
It is a "skill", then check the feat and see how it requires this "skill".
The mods are based off 2014 dnd ruleset.
It allows players to have their dnd characters in BG3 and gives more player choice for subsequent playthroughs.
Enjoy
This mod doesnt change class progressions so it cant impact on classes.
Or does it prevent certain abilities to work?
I did a test and the subclass was present
See here
- new sub-classes visible and selectable as normal upon character creation
- cannot see the new ones when leveling up (e.g. no Path of Giants at Barbarian Level 3)
- cannot see the new ones when multi-classing (e.g. no Hexblade at Warlock multi-class Level 1)
I have reset all my characters to Level 1 via Withers and attempted to remove the mod for testing, but then cannot reload any saved games :( I also have ImpUI and Feats Upgraded running. I've tried removing all combinations of them but still can't load a save with this mod disabled.
Any thoughts or advice on how to sort this out? My ideal solution would be keeping this wonderful mod and seeing the Patch 8 sub-classes -- thank you!
This mod doesn't change class progressions. It only adds feats available for selection.
I would vanilla your game, then add mods back in one at a time to find which mod is causing the issue.
Thanks!