Baldur's Gate 3

1988 comments

  1. KiderionLykon
    KiderionLykon
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    Class progression

    Make sure your mod is updated to the last version before reporting bugs, and please check the FAQ to see if it's something that's working as intended.

    If you enjoy this mod, please consider voting and endorsing.

    Please DO NOT report stuff that depends on other mods, such as "doesn't work with the mod that increases spell slots" or "doesn't work with the mod adds feats every level" or "no feats every 2 levels". Those mods alter ORIGINAL class files, they can't work on modded classes unless they specifically decide to do so for each added class.


    And please think carefully before posting "bugs". Last time I checked there were 22 bug reports and only 1 of them was an actual bug. Such reports just make managing this mod harder and might even prevent me from spotting real bugs.
    Keep in mind some bugs might be from dependencies of this mod and not his mod itself, so make sure to report on the correct one.

    FAQ

    Q: I get "Save Failed" after talking to a vendor
    A: If you're experiencing "Save Failed" issue after Patch 3 with any mod, just use the "trade" button (bottom left) instead of the dialogue option, make sure the trader is set to barter and it will let you save again. This is not modder's fault, but a bug caused by Larian that can randomly happen with any mod. The trade button tricks works even if the vendor is a different one. As soon as you trade and exit with barter mode it will fix the save.

    Q: Whenever I use the main firearm attack or repeated shot my game immediately closes. Please help!
    A: It seems to be a save compilation issue when moving to patch 5 with an old savefile. It's solved by unequipping and re-equipping the offhand weapons.

    Q: I get UI errors after Patch 3
    A: This might be related to a wrong ImprovedUI installation or an outdated one. ImprovedUI will need an update to use the new Mirror. To update it correctly remove from modsettings, delete it, get the new one. It should appear in the overrides section, not in the main section (see the gallery).

    Q: I don't see the class icons and the resource icons
    A: Update to the latest version of ImprovedUI and ImprovedUI assets to get resource icons and the new BattleSmith icon. Remember that even the NUMBER of mods in the folder (even not activated) can cause problems to the system and mods will still be partially loaded even if just in the folder. Other class mods containing icons and .xaml files will override ImprovedUI Assets, preventing Artificer class icons to work. And this happens even if they're just in the mod folder and not added to
    active mods. Other class mods are being updated to avoid this.


    Q: Can this mod be used without Unlock Level Curve to 20?
    A: Yes. You can still use Artificer, it will simply be locked to lv12 and you won't even notice that the extra levels are there.

    Q: I have more spell slots when multiclassing
    A: This is normal as Artificer is a half-caster but in the rules its spell level is rounded up. We made a custom script to handle this. However, it gives too many spell slots at level 1 Artificer + any level 1 full-caster (corrects itself at higher levels). We didn't include Eldritch Knight and Arcane Trickster in the calculation and, of course, it doesn't take into account any modded class.

    Q: I want to translate this mod
    A: If you want to make translations of this mod, please add them to the GitHub repository and submit a Pull Request or just post them on Nexus, but try to keep them up to date and refer to Tasha for official spell/feat names.


    Q: Special arrows don't work anymore after installing ImprovedUI
    A: SPECIAL ARROWS have been tested extensively and SHOULD WORK. See https://imgur.com/RZWUgwD and https://imgur.com/a6Ojjp4. If they don't work on your pre-existing save, it's likely an issue with mod compilation related to UI changes or some game bug, but this mod doesn't touch anything regarding bows or arrows. It seems that if you move the arrow from one stack to another they start working again, also it doesn't affect newly created arrows and new save files.This makes me believe it's a story compilation issue unrelated to this mod (otherwise no stack change could ever fix it).

    Q: Infusion Slots are not restored by the Ithillid pod or other things
    A: This is working as intended. The game doesn't have a system to check which slots you have occupied by infusions, so we needed to make all infusions go away after a long rest and Infusion Slots being restored too after a long rest.

    Q: Where can I get the gun?
    A: This mod has 2 types of "guns": firearms and Eldritch Cannons. The former is Flintlock Pistol and Flintlock Musket, both acquired from vendors (base version in all acts, +1 versions in act 3). The latter is summoned by the Artillerist at level 3 and has a more powerful 2h version unlocked with endgame gear for Artillerist.

    Q: Where do I get endgame gear?
    A: The Blueprints are from the kid in the Merchants Guild in act 3. Armors and weapons are from the Blacksmith in act 3 (Dragonborn girl vendor). The Bhaalist Dragonborn has some redundant stuff too in case you killed the other vendors. The monocle and the firearms are basically everywhere.

    Q: Flash of Genius doesn't scale with INT
    A: This is working as intended. We changed it to a flat +4 to compensate for the flaky interrupt system (which still acts poorly).

    Q: Lightning Launcher is not a weapon.
    A: Please update to v2.13.1 or later

    Q: I can't do special ammo / repeating shot / regular action / whatever with Tiny Eldritch Cannon but I can with Crossbows/Firearms/Bows.
    A: Eldritch Cannons are not weapons in the DnD sense. They're magical items that perform specific magic.

    Q: Where can I see the changes from the TT version?
    A: Please check the description, there is a link.

    Q: People in Act 3 are scared of the Steel Defender.
    A: This can happen, but why wouldn't them? It's the same with Ranger summons. To prevent this, get the blueprints for the Steel Watcher. Citizens of Baldur's Gate are quite used to them, so they won't be scared.

    Q: So how exactly does the Arcane Firearm passive work?
    A: Any spell will proc a temporary skill in the temporary hotbar to manually do the extra damage. Unfortunately this is the only way we found to prevent it from activating on multitarget spell (something that is currently an exploit for many vanilla items and abilities, meaning it's an engine overlook).

    Q: I can't play in multiplayer even if my friends have the same mods.
    A: You likely have some difference you can't find, either in your mod versions, or load order, or some mods loaded from the game directory not showing up in mod order. It's not a bug from this mod, please do not report it as such.

    Q: It shows up as Wizard in dialogue.
    A: We're working on it :)
  2. marve
    marve
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    Great Class.
    Will u add mind sharper infusion in the future?
  3. Spiderz20
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    Hey, any ETA on the Artificer dialogue choices? The Wizard ones work for now, but I would love some Artificer lines.
  4. C4RP3N0CT3M
    C4RP3N0CT3M
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    It'd be really cool if you could make a compressed level version for those of us not running unlocker but who still want to experience some of the higher-level features.
    1. Darkrimo
      Darkrimo
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      https://www.nexusmods.com/baldursgate3/mods/3224
  5. nigcarnivore
    nigcarnivore
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    Does this mod need to be updated from the multiple patches and hotfixes from Larian a couple months ago?
    1. Mizukari00456
      Mizukari00456
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      yes, on my end it is preventing me to use arrows
    2. Kylemnb
      Kylemnb
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      Same here Mizukari00456, I made a bug report about it but the dev hasnt been active on Nexus since the 3rd so who knows when they'll see it
  6. BaldursGoonsack
    BaldursGoonsack
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    Heyo @KiderionLykon. I wish to move some of the items around from this mod, and potentially adjust prices of the items too. Below is my copypasta. Thanks for reading if you see this.

    I wish to make some treasure table patches which move items to containers from my mod Trade with Withers Addon - Containers, which are both present in the tutorial chest and Withers via the Trade with Withers mod.
    I do so in the interest of reducing vendor and tutorial chest clutter, providing a more cohesive experience for users of my collections Difficulty, Immersion, Quality and DIQ Extras.

    This mod is one I wish to include inside DIQ Patches - Clothing Treasure Tables (it's turning into more than clothes, time for a name change lol). Naturally the patch will contain a modified treasuretable.txt file from your mod. Other edits I may wish to do are balancing prices or stats through the other .txt files, such as object.txt or armor.txt. I will not be using any assets beyond these .txt files.
    I will soon be splitting up my patches into files that are more easily used by the broader community, and not just for my collection. So item adjustments will be a separate clearly defined download.

    Full credit will be given, the page will link back to this mod. All mod files I wish to patch are required for the patch to function. I would also like to keep the patch opted into DP, as it grows and mod updates roll in so too will the maintenance. I hope this is something you're okay with!
  7. Shuliak
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    Could these changes be made to reflect 5e rules @KiderionLykon

    Summoning cannon: 
    Currently: 

    • This comes in two forms: handheld (tiny) and independent. It lasts until long rest and you can re-summon it once per short rest.
    What the cost is actually:
    First summon is free, all subsequent summons costs a spell slot.
    The Eldritch Cannon is mega powerful. Getting a free one at every short rest reaaaaaaaaaaaaaaaally breaks this subclass.

    Repeating shot: This is a flat +1 bonus to attack rolls and damage rolls. This is already great at 3rd level. Currently for some reason the damage is increased to 1d10 force damage as well. Also, I may be wrong, but it seems like sometimes when using this 2 damage dice are rolled... So Artificer at level 3 can do 2d10 + 2d8 force damage per turn, while a fighter can do 1d8-1d12 damage once. Seems mega fucked.

    Eldritch Cannon:
    Movement is 15 feet - Currently I believe it's 40 feet. (Way too high for balancing)
    Lasts 1 hour - Currently it's all day (Way too high for balancing)
    You select one type of eldritch cannon when you summon it. Currently you can use any 3 of the cannons at will which makes the subclass mega busted, especially when the cannon can move so far. This is far more busted than you think.

    As is the Artillerist is far too good, hope these changes can be made.
  8. jgranson
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    This is what i have installed with mod manager


    I cannot get this mod to load. I believe i have all other require mods installed. Help?
  9. Topher226
    Topher226
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    subclass isnt showing up no matter what i do, any ideas?
    1. ZenRohan
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      Are you using BG3 mod manager? And are you saying you have Artificer, but none of the sub classes are showing up on hitting level 3?
  10. ZenRohan
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    Really appreciate this class 100%. I have been playing and enjoying it thoroughly. In my testing I was testing out a test build, which is basically a one-shot sniper. If you are familiar with the Irregular at magic high school anime. The main character is this test build.  Using 20 levels with 11 levels in Artificer, 6 Levels in Shadow Monk, and 3 levels of Assassin Rogue. He is simply amazing with free teleports, and invisibility. High damage output with Surprise rounds and auto crit. The only problem I was facing was with the Infusion double shot. I'm pretty sure double shot is not a spell. It just allows you to shoot your ranged weapon twice in one action using your action and bonus action. When I use it, it does not proc the assassins sneak attack bonus. Which I think should apply to both hits. Right now is it coded to act like a spell? If it is, would Spell Sniper work on it? 
  11. ggk16
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    Returning weapon infusion makes the weapon return - but the enhancement does not affect the attack rolls (in fact any enhancement is not added). Also, throwing weapons as a battle smith uses str and not int.

    Is that something that can be changed or is it hardcoded into the game?
    1. ZazyMomba
      ZazyMomba
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      Throwing always uses the STR stat for rolls, no matter what you are throwing or what stat your weapon uses, both in 5e and bg3
    2. Konrankemono
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      except Battle Smith specifically states

      "When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls."

      So ggk16 is right that it should change.
    3. TheTenthDentist
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      This is not true. Throwing a weapon in 5e uses the attack stat of the weapon. For example, a dagger has finesse and thrown, so in 5e it can use STR or DEX for attack and damage when throwing it. Not sure where you got the "irrespective of attack stat" thing
    4. CAWCAW
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      "Returning weapon infusion makes the weapon return - but the enhancement does not affect the attack rolls (in fact any enhancement is not added)."
      The catch is that BG3 depends upon a weapon having a specific "Thrown" property for this to work - and this mod's Returning Weapon Infusion does not add the "Thrown" property. I believe this is an oversight by the mod's developers.