Please share your feedbacks/thoughs in this comment section!
The mod should be compatible with Patch 2, you'll need to load the mod AFTER improvedUI or other mods that modifing ClassIcons/RaceIcons/ActionResrouceIcons.
The mod is still under development and will receive continue updates
Please update your Improved UI & Improved UI Assets to the latest version to get the icons working. (If you were previously using WoW DK UI patch, delete that in your mod folder)
Update v1.2.4: 1. Fixed an issue that Killing Machine Obliterate is not refunding frost rune 2. Fixed DK won't trigger triple attacks with Warlock subclass 3. Festering Wound damage is now scaling with your level (LV:1 1d6/LV4: 1d8/LV7:1d10/LV10: 1d12) 4. Festering Wound damage is now scaling with your Charisma Modifier instead of weapon damage (no more insane bonus damage from your weapon, this was unintended)
Update v1.2.2: Fixed Obliterate not consuming Killing Machine buff. Update v1.2.1: Fixed Fallen Prince Blades offhand attack consumes BonusAction Update v1.2.0: Bug Fix 1. Changed DK from half-caster to non-caster 2. Fixed that Ghouls summoned by Frost/Blood has Dreadblade passive General Updates: 1. Added 3 Artifact weapons to the game. (Maw of the Damned/Blades of the Fallen Prince/Apocalypse) 2. Added VFX effect for Frost Fever/Virulent Plague 3. Added 3 spells to the game Vampiric Blood/Pillar of Frost/Dark Transformation Rebalance: Frost: 1.Killing Machine now refunds 1 Frost Rune when casting Obliterate 2. Frozen Heart - Base critical rate decreased from 15% to 10% Blood: 1. Death Pact - removed blood shield gain from this spell 2. Death Strike - this skill has been reworked. Instead of healing based on missing health, death strike now heals based on the damage taken in the last turn Unholy: 1. Sudden Doom - base proc chance decreased from 35% to 25%
Previous changes have been moved to the Change Log
Please share other issues you've found while using the mod and feel free to utilize the bug report section. (Please do not abuse the bug report section and triple check if your game/mod/tools are updated to the latest version before posting any issue).
I hope you enjoy this mod!
Future Plans (Ranked by Prioritization): 1. Rebalance all 3 subclass (In Progress) 2. Spell VFXs 3. DEMON HUNTER IS RELEASED!!
To obtain these special artifact weapons, you'll have to defeat a mini-boss encounter triggered in the lower city of Act III. These weapons are meant to be a challenging discovery, saved for later in the game as the final piece in your character's development.
I won't spoil the fun of the treasure hunting for you all. Here's a hint if you are clueless:
Spoiler:
Show
The trigger for the boss fight is connected to a rather unholy merchant.
If you want the weapons ASAP, here are the UUIDs:
Spoiler:
Show
Maw of The Damned - 0b69ba23-f7d1-4ce5-aa6c-1a300034e369 Frostreaper - 94b293bc-aca6-4bbb-9aee-fe13850ee05e Icebringer - 0cafb81b-bde8-4563-9650-32f510612536 Apocalypse - 5c78867e-8eca-4bbc-b5d3-752501ccaee6
Do you plan on adding any skins or alternate looks for the Artifacts in the future? I remember back in Legion, the Artifact Weapons had a lot of options to choose from.
Probably not at this moment. I literally tried all alternative models for apocalypse and most of them doesn't work well with this game's rendering system.
Thanks for the update, i play on the unholy DK and i wanted to know if you can put the apocalypse stats and feat on the frostmourn model ? Not really a fan of the skin of apocalypse but big fan of the dark transformation action.
Weapons are looking awesom. My only concern is that the maw of the damned is very short. My female strong body characters right hand goes right into the skull of the weapon. Maybe you could make the shaft longer for esthetic reasons? I know in WoW the axe has the same length as your design, but it looks a little awkward to me in BG3.
Figured it out, only did so after spending an actual hour scrutinizing every inch of The Devil's Fee and even raiding Dammon's house out of desperation and frustration. In the end I had to unpack the mod and dig into the code to figure it out.
Spoilers for the weapon locations, obviously.
What you're looking for is a place called "Philgrave's Mansion". South of Sorcerous Sundries. Three times through the game and this is my first time hearing of it until today because it's extremely easy to miss as it looks like a background building until you walk directly in front of what looks like a suggestion of where a door could be.
What to do after that? I dunno. I'm in front of the door right now on my main monitor and just wanted to get this info out before I forgot.
Any chance for dual wield versions of other artifacts like: Blades of Apocalypse and Blades of the Damned (or something similar) ?? I like to play as Blood DK but also like to dual wield.
bonjour quelqu'un peut m'aider à faire fonctionner le mode j'ai suivi les instructions à la lettre la dépendance du mode à la lettre avec mode Manager j'ai suivi l'ordre de chargement à la lettre et je ne vois toujours pas la classe apparaît je précise que Je n'ai pas d'autres modes donc il est impossible que cela entre en conflit avec d'autres modes et je précise que les modes sont installés dans le %AppData%
Idk if this is a bug or a hidden feature but I found the weapons in act 1 in the Grymforge. I found the artifact which summons the 4 Horsemen next to the Mithral deposit.
My guess is that was something left over from when the author was testing the mod and then forgot to remove it. But it's nice to know we can get the weapons before Act 3 if we choose 🙂
Great mod. Death Knight was and is still one of my Favorite WoW classes. To help roleplay the class even further do you think it would be possible to make a Tav Voice replacer file that sounds like the Lich King? Even just the WoW default voice for DK's would be a plus because it has the reverb/echo quality to it.
Hi, I started modding my game not long ago and I see that you can give weapons with a UUID example: Frostreaper - 94b293bc-aca6-4bbbb-9aee-fe13850ee05e. But you have to enter this code in script extender or download another mod ????
You can pickpocket the summoning item in act 2's mountain pass. At level 6 my demon hunter, death knight Lae'zel, barb Karlach, and cleric Shadowheart beat them to get the items relatively early. DH vengeance is pretty insane, I had about 38 AC with meta + horn of winter (DK) + demon spikes so they couldn't even hit me.
Hi. someone can make lich king armor? https://www.nexusmods.com/baldursgate3/images/3262 https://www.nexusmods.com/baldursgate3/images/3257 like this, or its not possible?
telling who u pickpocketed would be nice to know instead searching every npc for it. Its deff not from the first vendor u meet as u enter the mountain pass thts on the right.
I'm not sure if it's a bug, but my Death Grip always stuns the target for 2 turns, not only for 1 as the description says. This makes the ability hella OP, but I'd hate to drop it because of that. I'm playing my Karlach as DK (no multiclass, pure DK). Is that a bug or a common error (or intended)? It kinda makes some fights so incredibly easy, that I'd probably not use it anymore, if this is intended. So far this was the case for every enemy or boss, including (for example) the Spectator or Nere.
Hello, can you answer about "Mark of Naxxaramas" , if I miss mark in, for exampe, Act 1 for some reason (dont have enough money), can i get this item later?
Has anyone found out the UUID of the Mark of Naxxaramas? I don't wanna spawn the weapons in for my Dark Urge play through, I'd rather kill the bosses to get them but I cannot get get this damned mark from anywheres
Hello friend! Your mods are amazin i tried demon hunter and dk and i have a blast :) just 1 thing tho i have every spells no problems except vampiric blood...i chose the blood subclass is vampiric blood from another subclass? Am i mission someting?
1156 comments
The mod should be compatible with Patch 2, you'll need to load the mod AFTER improvedUI or other mods that modifing ClassIcons/RaceIcons/ActionResrouceIcons.
The mod is still under development and will receive continue updates
Please update your Improved UI & Improved UI Assets to the latest version to get the icons working. (If you were previously using WoW DK UI patch, delete that in your mod folder)
Update v1.2.4:
1. Fixed an issue that Killing Machine Obliterate is not refunding frost rune
2. Fixed DK won't trigger triple attacks with Warlock subclass
3. Festering Wound damage is now scaling with your level (LV:1 1d6/LV4: 1d8/LV7:1d10/LV10: 1d12)
4. Festering Wound damage is now scaling with your Charisma Modifier instead of weapon damage (no more insane bonus damage from your weapon, this was unintended)
Update v1.2.2: Fixed Obliterate not consuming Killing Machine buff.
Update v1.2.1: Fixed Fallen Prince Blades offhand attack consumes BonusAction
Update v1.2.0:
Bug Fix
1. Changed DK from half-caster to non-caster
2. Fixed that Ghouls summoned by Frost/Blood has Dreadblade passive
General Updates:
1. Added 3 Artifact weapons to the game. (Maw of the Damned/Blades of the Fallen Prince/Apocalypse)
2. Added VFX effect for Frost Fever/Virulent Plague
3. Added 3 spells to the game Vampiric Blood/Pillar of Frost/Dark Transformation
Rebalance:
Frost:
1.Killing Machine now refunds 1 Frost Rune when casting Obliterate
2. Frozen Heart - Base critical rate decreased from 15% to 10%
Blood:
1. Death Pact - removed blood shield gain from this spell
2. Death Strike - this skill has been reworked. Instead of healing based on missing health, death strike now heals based on the damage taken in the last turn
Unholy:
1. Sudden Doom - base proc chance decreased from 35% to 25%
Previous changes have been moved to the Change Log
Please share other issues you've found while using the mod and feel free to utilize the bug report section.
(Please do not abuse the bug report section and triple check if your game/mod/tools are updated to the latest version before posting any issue).
I hope you enjoy this mod!
Future Plans (Ranked by Prioritization):
1. Rebalance all 3 subclass (In Progress)
2. Spell VFXs
3. DEMON HUNTER IS RELEASED!!
To obtain these special artifact weapons, you'll have to defeat a mini-boss encounter triggered in the lower city of Act III. These weapons are meant to be a challenging discovery, saved for later in the game as the final piece in your character's development.
I won't spoil the fun of the treasure hunting for you all. Here's a hint if you are clueless:
If you want the weapons ASAP, here are the UUIDs:
Maw of The Damned - 0b69ba23-f7d1-4ce5-aa6c-1a300034e369
Frostreaper - 94b293bc-aca6-4bbb-9aee-fe13850ee05e
Icebringer - 0cafb81b-bde8-4563-9650-32f510612536
Apocalypse - 5c78867e-8eca-4bbc-b5d3-752501ccaee6
Weapon Stats Preview:
Maw of The Damned
Blades of the Fallen Prince
Apocalypse
Edit: Ty for the new codes :D
Figured it out, only did so after spending an actual hour scrutinizing every inch of The Devil's Fee and even raiding Dammon's house out of desperation and frustration. In the end I had to unpack the mod and dig into the code to figure it out.
Spoilers for the weapon locations, obviously.
What you're looking for is a place called "Philgrave's Mansion". South of Sorcerous Sundries. Three times through the game and this is my first time hearing of it until today because it's extremely easy to miss as it looks like a background building until you walk directly in front of what looks like a suggestion of where a door could be.
What to do after that? I dunno. I'm in front of the door right now on my main monitor and just wanted to get this info out before I forgot.
I like to play as Blood DK but also like to dual wield.
然后用这个mod自带的按C进入潜行给的技能拿到他那个装备袋
结果在他那里面的武器袋发现了dk的三个武器加挑战徽记
please how to use UUIDs? I looked for tutorials and didn't find anything about it.
https://www.nexusmods.com/baldursgate3/images/3262
https://www.nexusmods.com/baldursgate3/images/3257
like this, or its not possible?
I'm just getting into playing it through.
Loving it so far.
But I do have one question.
The spell to control undead.
Litches would raise the fallen into undead.
Consider modifying it to either control an existing undead or use on a corpse to create an undead?
It seems a little limited when trying to locate an already animated undead.