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Ganred

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ganred

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62 comments

  1. thegamingnerd34
    thegamingnerd34
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    Looked through some of the comments and I will say that, at least for me, this mod is still working. Just be mindful of what mods you have downloaded that also change the stats of Pale Oak. I know the creator is not working on it, but I am still very happy with the mod, so best of luck to them with their life.

    PS: I am still on patch 6 as I don't want my mods to get screwed, so I can't speak for patch 7.
  2. EnielasSong
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    I don't know if this mod is still maintained, but i feel i should report an Incompatibility with this mod.

    Tha Solar Fury staff from this mod has the properties of the Pale Oak if using these tow mods together.
    1. ganred
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      No, this mod is no longer maintained. Unfortunately, I lost interest in BG3 quite quickly. However, I can tell you that this mod only affects the vanilla item Pale Oak. I did change the stats of the staff, but the names and IDs are the same as vanilla. If it were different, then this mod wouldn't work at all. I don't know how my mod should be incompatible with another mod. Unless the other mod changes the same item.

      I saw your screenshot in the bug section of "Dawnbringer's Might- Blessings of Lathander", which, according to your report, is incompatible with my mod. The effects "Faithwarden's Domain" and "Faithwarden's Aura" are not from my mod at all. So you must have some other conflicting mod installed. I took the liberty of doing some detective work and found out that these effects are from Druid Wildshape Items - Weapons Armor and more gear. If you have my mod and this one installed, then you already have two mods that are not compatible, because both modify the vanilla staff Pale Oak. Anyway, I think the bug is caused by Dawnbringer's Might- Blessings of Lathander. In order for this Solar Fury staff to have the properties of Pale Oak, the author must have referenced the corresponding ID.

    2. EnielasSong
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      Ok, i already brought up the issue to the other mod author,too. But thanks for the reply. It helps in any case. :)
  3. Kasanich1
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    Doesn't in latest patch 6
  4. lahitan
    lahitan
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    I think it needs an update to patch 5, because it does not appear to work
    1. ganred
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      Unfortunately, I've lost interest in this game and don't play it anymore. Accordingly, I can neither confirm nor deny whether something is not working.
    2. deleted849934
      deleted849934
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      What doesn't work? I opened up the mod and nothing looked wrong, so I just left as is and spawned it in the game via script extender and everything on it works exactly as shown.

      The only thing that leaves then is if the game gives you this version of the staff when you do the quest, which i will see when I get to that point. But considering this mod changes nothing about the roottemplate of the Pale Oak itself, and I spawned it in the the UUID that has always existed for it, I doubt that should be an issue.

      Personally I'm going to edit this a bit to tame it down like other legendaries:
      1. All other staves, including the comparable Markoheshkir only has Enchantment: +2
      2. All other staves, including the comparable Markoheshkir only has Arcane Enchantment: You gain a +1 bonus to Spell Save DC and Spell attack rolls.
      3. While Entangle and Faithwarden's Vines are hardly overpowered spells, going to scale it back to once per short rest, and if I need more then have to take the action economy cost of using Conjure Woodland Being and using theirs. Especially with the staff including such a great ability like Strengthened Shillelagh, which not sure about either. 4d8 is quite powerful, esp early on.

      With these changes, I feel would be a staff still worthy of coming from Silvanus himself.
  5. Hey there! I really love this mod, and I adore the changes you've made to it so it's more end-game friendly, but something seems to be interfering with it, because I don't have the damage it's supposed to have, instead it's 3-10 instead of 6-13...I'd like to change it myself, but unpacking the file and looking at the .txt doesn't give me a clue where to adjust the damage? If you could tell me so I can fix the damage myself, I'd really appreciate it. Amazing mod, though, thank you so much for it!
    1. ganred
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      That's weird. Maybe it's because of your strenght bonus? My screenshots were taken with 14 strenght if I remember correctly. I didn't change anything about the standard damage of the staff. All staves deal 1d8 damage when wielded two-handed and 1d6 when wielded one-handed. So the legendary variant does 1d6/8 +3 + strenght bonus bludgeoning damage. I'll look into it tomorrow.
    2. Maybe it's because my strength is at 8? No bonus there, there's always a -1 penalty to anything involving strength, so it's highly possible that might be causing the issue. And if you don't want to or don't have time, I completely understand. That's why I was willing to fix it myself (though of course I'd rather know why it isn't working). Thank you!
    3. ganred
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      If your character has strenght 8, then everything works exactly as it should. The character in my screenshot has strenght 14, which grants him a strenght modifier of +2. Yours has 8, which means -1. So the staff has a base damage of 1d6/8 +3 enchantment bonus +/- strenght modifier. In your case 3d10 damage.

      If you want to change the base damage of the staff, add the following line of text to the weapon.txt and change the "x" to a number of your choice. However, your strenght modifier will still deduct one point.

      data "Damage" "xdx"
  6. DarthVedda
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    @ganred

    Is this a new item, or does it replace the same item as before (do they have the same or different UUIDs)?   If I install the newest version, do I have to delete the older version, or can they work concurrently?  

    I know, probably a stupid question, but I'll ask anyway.
    1. ganred
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      It's the same item with different stats. Only one version can be used. If you like the old version featuring Thorn Whip and Conjure Woodland Being, then you don't need to update anything. All old versions still work without any problems. Since Larian has finally fixed the Wildshape Passive bug, I wanted to add a bonus for wildshaped druids without making the weapon completely overpowered.
  7. DarthVedda
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    Does this mod create a completely different occurrence of Pale Oak?  I have the "All items (Release ready)" mod installed, and the container has a Pale Oak inside that is still blue quality.   Am I doing it wrong?
    1. nopainwayne55
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      Try making this mod load after, in your load order, the All Items mod and see if it overwrites it.
    2. ganred
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      This mod alters the original. Maybe All items (Release ready) does add its own variant of the staff? Try to change the load order, as nopainwayne55 wrote. If nothing changes, try to get it through the quest or add the staff with Cheat Engine. Its UUID is 13f6ff0c-08c4-4e9f-a624-511389b68dc2
    3. DarthVedda
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      I fixed the issue by re-installing the mod and making sure it was below the All Items mod in the load order.  Thank you for the help!
    4. DarthVedda
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      Welp, the mod stopped working again and I have no idea why.     I used to have multiple versions of the All Items mod (I have no idea why, I think I installed them all at different times and never removed the other ones).   Anyway, I removed all the other versions except for All items (Release ready) and now suddenly my Pale Oak is blue again.     

      I have uninstalled and re-installed this mod, placed it below All Items in my load order, I have deleted old versions of Pale Oak (I put them all inside the tutorial chest and allowed them to disappear), but every time I summon a new tutorial chest, the Pale Oak contained in the barrel is blue.   I'm not sure what to do.  This is the only staff that Halsin can use effectively, so I'm pretty sad about this.

      I know you said something about using CE to spawn in the staff, but I have no idea how to use CE.
    5. ganred
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      As far as I know, All Items contains its own instances of the respective items. Means that you don't get the actual base game item, but the all items version. To be honest, I would advise against this mod. It's much cleaner to look for the item UUID and use Cheat Engine if you want a specific item. The way I see it, your only option is to use Cheat Engine or get the staff via the quest. The tutorial chest will always contain the All items variant of the staff, not the base game item.

      Cheat Engine is really user-friendly if there are already cheat tables available for the game in question. This might help you. As mentioned above, the staffs UUID is 13f6ff0c-08c4-4e9f-a624-511389b68dc2
    6. DarthVedda
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      I finally got the correct version of the staff; thank you very much!   But let me just say it here:  Cheat Engine is so fricken' complicated to learn if you have never used it before.  The tutorial is really, really dumb and un-intuitive.

      For anyone else who needs to spawn in the correct version of Pale Oak, here is a link to a YouTube tutorial that I found extremely useful:

  8. ganred
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    Update: Druidic Weapon added, which grants the echantment bonus of the staff even while using your druidic Wild Shape ability. Thorn Whip removed, Conjure Woodland Being removed. Check out the screenshots. Old versions of this mod are still available, but are considered unsupported.
  9. ganred
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    Due to high demand, I added a less powerful version. Take a look at the screenshot. Considering what other items you can get in the first act of the game, these stats should be justified.
    1. RimaHadley
      RimaHadley
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      Hey, thank you for linking to my mod! I do really love yours, it totally inspired me to change this staff, and I'll definitely use the less powerful version if I play a traditionally-spellcasting druid!
    2. ganred
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      The more variety, the better. Thank you for doing the same for me. :-)
  10. lemonsofliberty
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    This is probably beyond the scope of your mod but I wish there was a way to have the staff scale from the vanilla version you get normally to the powerful version you made, so that by Act 3 it's giving all the bonuses of your mod but it isn't immediately OP in Act 1.
    1. ganred
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      This would probably require a lot of scripting and my skills in that can be described as rudimentary at best.
    2. Pyro2678
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      There are plenty of mods out there featuring weapons or equipment that have level scaling effects.  All someone would have to do is crack one of those open and take a look at how they managed it, and modify this one accordingly.

      Take this one for example Anduril and the One Ring