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  1. Volioli
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    I like the idea of this mod a lot, but looking at probability of a max damage roll feels disingenuous. Your mod to balance how you want, but here are the expected damage rolls regardless:
    No GWF:
    3d4 = 7.5
    2d6 = 7
    1d12 = 6.5

    GWF:
    3d4 = 9
    2d6 = 8.33
    1d12 = 7.33
    1. BODK1N
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      While true, the Greatclubs at 3d4 fall very short on brutal crit /savage attacks (orc passive) or anything of that nature, compared to a Greataxe, and are far less likely to land a high (or low) damage roll. Also most high level legendary Greataxes/Greatswords/Mauls have elemental damage on top of their physical, which changes the above calculation and lessens the downside of 1d12. Greatswords also have access to bonus action pommel strike.

      For the most part I consider this balanced, but in my more recent mod: Arsenal Overhaul, greatclubs are at 2d4+1 as that mod changes balance as a whole. Still fixing stuff with it but you might be more inclined for that one.

      This mod is to bring greatclubs on the level of greatweapons in general. Arsenal considers them simple weapons but buffs their damage to reflect their weight and restrictions

      https://www.nexusmods.com/baldursgate3/mods/2370/?tab=description
    2. Volioli
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      Yeah I found that one and I'm excited to try it. The point about orc/brutal crits is definitely valid. My first playthrough was as an orc champion so I did a comparison between greatswords and greataxes when stacking Improved Crit. Made me realize just how powerful rolling multiple dice with GWF is. Not a DnD player but the math of dice rolls has captured my interest 😅.
  2. Wyrlokk
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    Unfortunately.. this mod doesn't seem to work anymore. Installed it with mod manager and did everything right..
  3. 956785412
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    Hi. Care to make an alternate version where they're just blue or purple, forgoing the advantage stats? I like to keep legendary as only lore-reasonable for my own purposes. Thank you for your time, and it's a great mod - frankly the gwm, dice, and shillelagh changes alone are tremendously good.
  4. FelipeSchSCJ
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    Hey man, i really liked this mod, problem solver is my favourite weapon now.
    I have a request, can you change the 2h axes for 2d6 ? I love Greataxes but they are so bad because of the 1d12...
    If you dont, please tell me how can i change this myself, Thanks! 
    1. BODK1N
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      You may be more interested in this newer mod of mine where I balance the entire arsenal and add new abilities

      ARSENAL OVERHAUL
      https://www.nexusmods.com/baldursgate3/mods/2370
  5. RonnieBarrett
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    Ehy yo I love the mod, my Druid's been kicking major ass. If you could take a look at the standard Clubs, the little one handed fella's that'd be awesome. Sadly there's I think only a +1 on top of maybe...  two unique ones and I think the +1 Club is using a down sized +1 Greatclub model lmao.
  6. NecroLeprechaun
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    So, I like the mod, makes greatclubs more fun, but it seems in your changes to Shillelagh clubs and quarterstaves have just broken. As of right now greatclubs are the only weapons that actually benefit from the extra damage since cubs and quarterstaves still have their original damage dice.
  7. hey, could you make, (maybe a optional file?) that makes the greatclub a monk weapon? Kind of silly monks can use staffs just fine but the moment something kind of looks like a kanabo they can't use it.  Doubly so since in vanilla they only deal 1d8 dmg.
    1. BODK1N
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      Absolutely, I will include this in the 1st patch. Thank you for the good suggestion!
    2. BODK1N
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      Looks like Monks already have proficiency with all simple weapons, which should include greatclubs. 
    3. Ah that's kind of the issue. Monks get proficiency, but they aren't monk weapons, since only weapons up to versatile are considered monk weapons. So like, if you get prof from being a elf and use a longsword with a monk the longsword will use your dex if it's higher, but since greatclubs are 2 handed, they don't count. I guess i kind of get it, and in  And so greatclubs would be a str monk only weapon. I guess it's not so bad in general with how bg3 works and str monks being more viable, but i always thought greatclubs should be a monk weapon.

      Though i guess it's kind of silly to think of using a greatclub as a dex weapon, i still think it would be a cool feature.
    4. BODK1N
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      I'll make an optional addon that makes Greatclubs versatile, which would make them count as a Monk Weapon. Should work out for you
      Also the +1 greatclubs / punch drunk bastard are probably the closest to a Kanabo in appearance
  8. Guildy4
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    Apparently there's another Greatclub called the Argument Solver? I see it in wikis and on one of the Bg3build subreddit thread but none says where to find it or what they do. Would that one be changed/buffed too?
    Also, are there Kanabo in the game? That's like THE greatclub. Closest thing is the Rat Bat but that's more of a baseball bat with nails on them
    1. BODK1N
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      You are right about the extra unique, I hadn't noticed it.  I found a entry on neoseeker for it and will be adding it in my next mod patch. It should be buffed if it calls the Creatclub +1 as it's base, but it won't be +2 like the other uniques I buffed.

      It is found at SCL Main A; owned by MOO Wall Tentacle Ogress X?: -196 Y?: -195

      SCL = shadow cursed lands, act 2 

      Also about kanabos, the +1 greatclubs and punchdrunk bastard are similar in appearance but there's no true one. I kinda wish the greatclubs had a few that looked like the medieval German Morgenstern war clubs or Goedendags. Both would be perfect for a greatclub

      Morgensterns:

      https://www.planetfigure.com/attachments/castle-miniatures-infantryman-of-the-15th-century-morgenstern-jpg.194292/

      https://thumbs.worthpoint.com/zoom/images1/1/0213/28/17th-century-morningstar-halberd_1_ae8aa08a63186e58ad211d89b8d820e3.jpg

      https://i.pinimg.com/originals/fa/77/e7/fa77e7950e29024ad1d339148ffefa4b.jpg

      Goedendags

      https://youtu.be/W1bszeudJCE?si=3ZagRRax8e91T7RX

      https://www.reddit.com/media?url=https%3A%2F%2Fexternal-preview.redd.it%2F5aCKQaEP70qAgg8j4spw8Y9MOVJ5rPywMDr7iajV-pU.jpg%3Fauto%3Dwebp%26s%3De800ede0bd4328e8462a203043da1f93e1fe6525
    2. Guildy4
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      Saw that you can add unique weapon and models. https://www.nexusmods.com/baldursgate3/mods/1454?tab=description
      I just hope that somehow a mod to add these weapons got added, fingers crossed

      Also, went to the coordinates and found nothing. It is weird, maybe it got cut and it is just in the files? Then how did that one reddit post tried it with GWM? 
    3. BODK1N
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      Should reply to the sub and ask or something. I got those coordinates off a website but I have no idea where the thing is lol. I did find the weapon referenced in the code as MAG_Poison_Greatclub
    4. Guildy4
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      I did but there's no reply yet. The weapon isn't even that good, I just wanted to know where. I don't even think the neoseeker location is correct so its just hoping for the reddit poster to answer for now
    5. Guildy4
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      I think I found out where. Its probably from load all items mod, so you wouldn't even be able to obtain it normally. It should be fine if left untouched
    6. BODK1N
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      Nah bro I found it. The coordinates are right and it's in the inventory of Mig the Ogress at moonrise, you just have to kill her to get it. Cannot pickpocket.

      Going to update the mod soon with this weapon added as well as some buffs to the legendary greatclubs in general.
    7. Guildy4
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      That's nice to finally know. I'm at Act 3 and it seems a lot to replay until Moonrise. Got a friend to check it out since he's still at Act 2 but he has done the tower raid
    8. BODK1N
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      If I have time I'll see about adding it to a location in act 3
  9. GracefulJester
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    Welcome to the great Greatclub club
    1. BODK1N
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      Knight Clubbin'
  10. MalejJardik
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    Hi, I didn't check in game, but I studied the changes and you may have wrong description on shillelagh boost:
    Status_BOOST.txt
    data "DescriptionParams" "DealDamage(1d8+SpellCastingAbility, Bludgeoning)"
    1. BODK1N
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      Thanks for that, I'll fix that with 1.1 when I fix the Qstaff/Club also getting 3d4 with shillelagh

      I tested in game and the damage/descriptions appeared to work but it's possible I uploaded an old file. Will check after work
    2. MalejJardik
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      Just chekcd it out. Spell description is ok, but if you mouse-over the weapon, press T to lock the tooltip and then mouse-over the buf, it will show the 1d8. But it is only visual bug, damage is correct.
      https://imgur.com/a/o2A1OK7

      edit: fixed link
    3. BODK1N
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      Thanks again friend, helps me make this as clean as possible

      Let me know if you enjoy the mod and drop an endorsement if you do!
  11. HymenBane
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    I needed this. Thank you so much
    1. BODK1N
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      Not a problem. I have not yet tested the mod for the unique greatclubs, rat bat and punch drunk. Let me know if these have any issues.

      Rat Bat should now correctly display the extra 1d6 piercing damage it does in vanilla, as well as having a bleeding status chance and a wisdom buff