Baldur's Gate 3
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Ragingg

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32 comments

  1. amirulrodzi
    amirulrodzi
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    Hello, thanks for the mod, really enjoying it so far! A question, I have Invocations Expanded, so far the Charisma variant procs extra attack and Eldritch Smite, but the other variants (e.g. Dexterity) procs extra attack but not Eldritch Smite. Any idea why, I already have this mod the very last in the load order. Thanks in advance!
    1. Ragingg
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      Hi there, this is likely due to an update on how invocations expanded works, I'll have to look into it when I have time.
  2. BabyPhD
    BabyPhD
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    Just what I needed. Thank you!
  3. FrostXVi
    FrostXVi
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    Kinda late to ask, but can you make the Pact Weapon from this mod permanent instead of until long rest? Thank you very much!
    1. Ragingg
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      I'll add it to my to-do list, there isn't much in the way of updates to this mod so it shouldn't be an issue.
  4. Injusticar
    Injusticar
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    exactly what i was looking for. thanks!
  5. neverlandslord
    neverlandslord
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    I don't know why it isn't working for now, yesterday it was still working well.
    I already update everything the mod needs. 
  6. RainStarfall
    RainStarfall
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    Tried this mod, while it definitely worked to pick an attribute score for weapons the deepend pact feature did not work in regard to extra attack.
    1. Ragingg
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      Are you using any other mods that interact with pact weapons? the code to get it to work with pact weapons was very specific and would be easily overwritten by another mod.
      Could also confirm you were a level 5 warlock with pact of the blade feature and using the latest release? v1.1ba
    2. RainStarfall
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      I just turned level 5 an tried it, when it didn't work I tried longresting an rebinding an then I tried binding another weapon. as for other mods I do have warlock mods (hex blade and celestial) which -could- be the problem, but afaik they don't interact with the pact weapon itself and I definitely had this mod load later in the order (last actually) with the assumption it'd overwrite anything they may have done.

      also yes im using the latest version of the mod.

      Turns out I didn't have the community libary mod this listed as a requirement, not sure how I missed that but ethierway oops! sorry for my stupidity ^^
    3. Ragingg
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      All good! I'm glad you got it working :)
  7. rpierrecollado
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    hey man think nellsrello  came up with a way to change how pact_blade status effects are applied, so instead of us creating new spells for pact_blade e,g, in your mod, one for each ability score, we can just use the pact_blade status effect, but just change how it's applied
    1. Ragingg
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      I'm using Nellsrello's status effects in my mod that's why my mod requires the community library :)
  8. dimzki
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    i need to know if this will work with *Pact Bind All Weapons* mod: Mod Page

    and if not, will you ever make a compatibility patch for it ?
    much appreciated :) :) :)
    1. Ragingg
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      The current release of my mod *is not* compatible

      I'll try take a look tonight at how they've done the code for that mod and see what I can do about compatibility as it seems like a great idea! :) 
    2. Ragingg
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      I'm not able to make the two mods compatible but I have added this functionality to my mod, see the file ending "bind all"

      edit: hold that thought.
      Edit 2: update pushed again.
    3. dimzki
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      *hold that thought* :)))))

      thanks for taking your time ;)

      i'd love to try modding BG3 on my own, but with the deadline coming, been busy commit and pushing :(

      edit: not sure if its because i test it on a save with the previous mod installed, but the bind all somehow only works on melee main weapon on my side. probably has some flag still exist causing conflict or something.

      edit2: i can make the two weapon use intel if i cast it twice, first is the main weapon, then switch them, then cast again.
      but this way, the ranged weapon is not getting the pact weapon.

      https://drive.google.com/file/d/1iXlzzSHG0HiFeMkOS_2s9fUCD29lklMl/view
    4. Ragingg
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      Which version did you download? It sounds like you're using the mainhand version.
      I'll double-check my code when I can but it should be working as I was able to use the create pact weapon feature and then the bind as well as buying a junk bow from a shop and binding that.
  9. gwenemax
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    I wonder how difficult it would be to add variants of the Warlock class itself that use different spellcasting modifiers. Or edit the class itself to allow you to select your casting stat at level one. A great old one warlock really seems like it should use int as a casting modifier anyway.
    1. Ragingg
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      It should be fairly straightforward but time consuming. You just copy all of the work for the warlock and change charisma calls to int or wis.
  10. Veenab
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    I'm stupid, what are some builds this could enable?
    1. Fantafaust
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      I'm guessing the idea here is to enable ANY multiclass with Warlock, aka Wizard primary ability is Int, so you could pick Int for your pact weapon to give you a legitimate melee option for Wizards.
      Since Warlocks are usually Charisma based they lent well to Sorcerers and Bards but not much else.
    2. Ragingg
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      That is exactly what I was trying to achieve, it would allow for cleric/warlock MC if you wanted a melee cleric using wisdom for weapons, Ranger/Warlock again using wisdom, and wizard with int for melee weapons if you felt like that (maybe a blade singer).

      My personal motivation was an eldritch knight fighter + warlock multiclass.
    3. Kasperion101
      Kasperion101
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      Unless you purposely left out melee then can't forget about Paladin. Palock is amazing. 
    4. gwenemax
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      So Pact of the Blade doesn't technically scale off of Charisma. It scales off of Int, Wis, or Cha. It decides which one based on the highest stat (provided that stat is the spellcasting stat for a class with more levels than any other class). But with Warlocks that happens to be Charisma usually. So if you have five levels of wizard with an 18 int and then you take 3 levels of warlock even though your Charisma is an 8, your pact weapon would use Int. This is also how Shillelagh works, but it's much more noticeable with Shillelagh since you can get that spell with a single level dip in Druid or Nature Cleric, or with the magic initiate feat. My current build started with one level of nature cleric before dropping 2 into paladin and the rest into sorcerer. I'm limited to staves and clubs but my melee attacks scale with Cha.This mod is still nice though, since it takes away the need for more levels in a different spellcasting class, and also would let you scale any weapon off of Dexterity or even Constitution. That freedom opens a lot of interesting possibilities.
    5. Ragingg
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      So when I dove into the code, the output for pact of the blade bind (what this mod edits) and the way Shillalegh works are different, Shillalegh specifically calls WeaponAttackOverride(Spellcastingability) whereas the base pact of the blade bind and my mod use WeaponAttackOverride(<specific ability score>). 

      This does also open up more weapon options than Shillalegh but at the same time requires a 3-level dip instead of just 1 or a feat.