Mod still works as of June 4, 2024. Please report if items don't appear in shops
I released this mod over a year ago as my first mod and I'm currently considering remaking this mod from scratch. When that happens, this mod will no longer be supported.
I rly like this mod, but is there any chance you could add the pulling web spell to the Night Walker boots? I love the spell, but i need the glove slot for a different piece of equipment to round out my build. Thank you.
Use these console commands to add the bag with the items for now. If the bags don't show up its a different issue. Osi.TemplateAddTo("747b4308-5437-4501-b22c-ce686f3da6f3", Osi.GetHostCharacter(), 1, 1) Osi.TemplateAddTo("666a6b1b-edd1-4483-89aa-bba5be1f24c3", Osi.GetHostCharacter(), 1, 1) Osi.TemplateAddTo("92a9bc6d-4590-47da-baad-ef7c049580dc", Osi.GetHostCharacter(), 1, 1)
do you download both the main mod and the optional one if you'd like the gear without them being in the tutorial chest, or do you only download one of the files? thanks!
Was Holy Idol Moonfire Blade removed and replaced by the Lunar Songblade? I really miss the moonfire aura and the code provided in the comments grants the Lunar Songblade
Nevermind, just checked the file archive and saw that being the case. 1. may I ask why it was removed? and 2. is there any way you would consider bringing it back alongside the Lunar Songblade?
I personally don't like my original implementation so I will not be changing it back. You can get the data for it from the old mod files and make a separate mod for yourself to add it back into your playthrough if you so wish. I generally prefer to not remove things once they have been added, or I would be constantly removing items from this mod, but the original implementation of the weapon was not very clean.
Sooo, I tried to replace the Lunar Sword with moonfire by replacing it's lines with the Holy Idol Moonfire stuff. I managed to apparently completely destroy both, since if I try giving myself either through the Osi.TemplateAddTo("54c9d1bd-c464-44c8-9c7c-33ecdb677a93", GetHostCharacter(), 1, 1)command, I just see the icon and "Not Found" as a name with nothing appearing in the inventory. Any idea where I messed up? I edited the latest version and I did this to the files:
I put this back to Status_BOOST.txt new entry "DG_MOONFIREAURA_TOGGLE" type "PassiveData" data "DisplayName" "hff7c979dg7ebfg4393gb9f8g82ba77934a93" data "Description" "h4df7b4dag6b0bg4aebgadfagefc6a8082e47" data "Icon" "Spell_Conjuration_GuardianOfFaith" data "EnabledConditions" "" data "EnabledContext" "OnStatusApplied;OnStatusRemoved;OnCreate" data "Properties" "IsToggled;Temporary;ToggledDefaultOn" data "ToggleOnFunctors" "ApplyStatus(AURA_OF_MOONFIRE, 100, -1)" data "ToggleOffFunctors" "RemoveStatus(AURA_OF_MOONFIRE)" data "ToggleOnEffect" "VFX_Spells_Cast_Sorcerer_Metamagic_Quickened_HeadFX_01:Dummy_HeadFX" data "ToggleOffContext" "OnCastResolved"
new entry "AURA_OF_MOONFIRE" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "hff7c979dg7ebfg4393gb9f8g82ba77934a93" data "Description" "h4df7b4dag6b0bg4aebgadfagefc6a8082e47" data "DescriptionParams" "DealDamage(1d4, Radiant)" data "Icon" "Spell_Evocation_FireShield" data "StackId" "AURA_OF_MOONFIRE" data "StackPriority" "10" data "SoundLoop" "MAG_Status_HarpersSingingSword_Bless_Loop" data "AuraRadius" "5" data "AuraStatuses" "IF(Enemy() and not Tagged('INANIMATE')):ApplyStatus(BURNING_HOLY)" data "Boosts" "SpellResistance(Resistant)" data "StatusPropertyFlags" "ApplyToDead;IgnoreResting" data "StatusGroups" "SG_RemoveOnRespec" data "ApplyEffect" "f27fbb85-be5d-48f1-9ffc-b9a6097fd041" data "StatusEffect" "3d91058a-d4d0-4eb2-8230-f5dd5e4ead93"
Put this into Weapon.txt new entry "DG_TrueMoonfireSword" type "Weapon" using "WPN_Longsword_2" data "RootTemplate" "54c9d1bd-c464-44c8-9c7c-33ecdb677a93" data "ValueUUID" "12000" data "Rarity" "Legendary" data "Damage" "1d8" data "VersatileDamage" "1d10" data "Versatile data "Damage Type" "Cold" data "DefaultBoosts" "WeaponProperty(Magical);WeaponEnchantment(3);WeaponDamage(1d10, Radiant)" data "BoostsOnEquipMainHand" "UnlockSpell(DG_Target_Mooncaller_BonusAction);UnlockSpell(DG_MoonbladeCantrip)" data "PassivesOnEquip" "DG_MoonfireAura_Passive" data "Weapon Properties" "Melee;Dippable;Magical;Finesse;Versatile"
And deleted Z_LunarIdolBlade_Smite.txt and Z_LunarIdolBlade_Weapon.txt. I didn't do anything to Spell_Shout.txt, since DG_MoonlightFire_Aura is still present in the files and identical to the 1.1.2 version, and didn't do anything to the other files either, since I didn't find any mentions of "moon" besides DG_Moonbeam_Sword, which I know is the Bestowed Moonfire Blade.
Hello. I wanted to know if something was a bug or not. The Bladesinger's Step says that they last until long rest, but instead all of the buffs are lasting for ten rounds. Thought it might be a bug because the long rest recharge makes it kind of underwhelming for the price. A similar thing happens with the Faded Blessed Drow Armor that is sold by Aaron. Only in that case it was priced at 1 gold for some reason, which I thought was due to it being a known bug, but even then there was another drow armor -also sold by Aaron- that was the same thing without the ability, and was sold for ~300gp.
Anyway, wanted to change my gloomstalker drow archer into a front liner when I saw the Bladesinger's step, but was disappointed at how temporary the ability was. Just read it again and that other ability on the Bladesinger's Steps is way too op. This is probably crossing the line into self-indulgence but for balances sake I'd suggest either making it permanent, recharging on a short rest, or both, then just add 1 to acrobatics or get rid of any other abilities entirely. If you can and want to.
Haven't gotten past the last light inn in act 2 though so maybe op stuff like this is good for people who have already beaten the game. in that case the long rest recharge and ten round cooldown is still weirdly unusable. (I know the buffs are op but i feel like there is a difference between having a bunch of feats and figuring out how to use them effectively vs just having advantage on all dex saves and checks.) Regardless, thank you for reading. Hopefully I said this in a legible way.
hi there, is it now required to manually install this? in the previous version i had it installed through vortex but it appears that's not an option on the current one? I'm not super good with modding so I try to do all of it through vortex, it just makes it a little easier for me lol
233 comments
Please report if items don't appear in shops
I released this mod over a year ago as my first mod and I'm currently considering remaking this mod from scratch. When that happens, this mod will no longer be supported.
Osi.TemplateAddTo("747b4308-5437-4501-b22c-ce686f3da6f3", Osi.GetHostCharacter(), 1, 1)
Osi.TemplateAddTo("666a6b1b-edd1-4483-89aa-bba5be1f24c3", Osi.GetHostCharacter(), 1, 1)
Osi.TemplateAddTo("92a9bc6d-4590-47da-baad-ef7c049580dc", Osi.GetHostCharacter(), 1, 1)
I generally prefer to not remove things once they have been added, or I would be constantly removing items from this mod, but the original implementation of the weapon was not very clean.
Osi.TemplateAddTo("54c9d1bd-c464-44c8-9c7c-33ecdb677a93", GetHostCharacter(), 1, 1)
command, I just see the icon and "Not Found" as a name with nothing appearing in the inventory. Any idea where I messed up? I edited the latest version and I did this to the files:(RootTemplates/_merged.lsf.lsx)
</node>
to<node id="GameObjects">
<attribute id="DisplayName" type="TranslatedString" handle="h5c317d6eg57fdg4673g92eagb4b361c9efd3" version="1" />
<attribute id="Description" type="TranslatedString" handle="h1584f86fgd60ag4ecegbe24gbf9b836cfbfa" version="1" />
<attribute id="Icon" type="FixedString" value="Item_WPN_HUM_Longsword_A_2" />
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="MapKey" type="FixedString" value="54c9d1bd-c464-44c8-9c7c-33ecdb677a93" />
<attribute id="Name" type="LSString" value="DG_LunarIdolSword" />
<attribute id="ParentTemplateId" type="FixedString" value="e3b2adb6-7493-466e-9c65-4281fb74e83f" />
<attribute id="Stats" type="FixedString" value="DG_LunarIdolSword" />
<attribute id="Type" type="FixedString" value="item" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115188075855912" />
<children>
<node id="GameMaster" />
</children>
</node>
<node id="GameObjects">
<attribute id="Description" type="TranslatedString" handle="h0fe8365agc01cg46f7gbcebg67a701e795da" version="1" />
<attribute id="DisplayName" type="TranslatedString" handle="ha7a9f3d6gb09cg4e40ga51eg286a606025e5" version="1" />
<attribute id="Icon" type="FixedString" value="Item_WPN_HUM_Longsword_A_2" />
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="MapKey" type="FixedString" value="54c9d1bd-c464-44c8-9c7c-33ecdb677a93" />
<attribute id="Name" type="LSString" value="DG_TrueMoonfireSword" />
<attribute id="ParentTemplateId" type="FixedString" value="e3b2adb6-7493-466e-9c65-4281fb74e83f" />
<attribute id="Stats" type="FixedString" value="DG_TrueMoonfireSword" />
<attribute id="Type" type="FixedString" value="item" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115188075855912" />
<children>
<node id="GameMaster" />
</children>
(RootTemplates/merged.lsx)
</node>
to<node id="GameObjects"> Lunar Idol Blade
<attribute id="DisplayName" type="TranslatedString" handle="h5c317d6eg57fdg4673g92eagb4b361c9efd3" version="1" />
<attribute id="Description" type="TranslatedString" handle="h1584f86fgd60ag4ecegbe24gbf9b836cfbfa" version="1" />
<attribute id="Icon" type="FixedString" value="Item_WPN_HUM_Longsword_A_2" /> Item Icon Goes Here
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="MapKey" type="FixedString" value="54c9d1bd-c464-44c8-9c7c-33ecdb677a93" /> Root Template Goes Here
<attribute id="Name" type="LSString" value="DG_LunarIdolSword" /> Refers to Armor Stats
<attribute id="ParentTemplateId" type="FixedString" value="e3b2adb6-7493-466e-9c65-4281fb74e83f" /> Item Model Goes Here
<attribute id="Stats" type="FixedString" value="DG_LunarIdolSword" /> Refers to Armor Stats
<attribute id="Type" type="FixedString" value="item" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115188075855912" />
<children>
<node id="GameMaster" />
</children>
</node>
<node id="GameObjects"> Super Moonbeam Sword
<attribute id="Description" type="TranslatedString" handle="h0fe8365agc01cg46f7gbcebg67a701e795da" version="1" />
<attribute id="DisplayName" type="TranslatedString" handle="ha7a9f3d6gb09cg4e40ga51eg286a606025e5" version="1" />
<attribute id="Icon" type="FixedString" value="Item_WPN_HUM_Longsword_A_2" /> Item Icon Goes Here
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="MapKey" type="FixedString" value="54c9d1bd-c464-44c8-9c7c-33ecdb677a93" /> Root Template Goes Here
<attribute id="Name" type="LSString" value="DG_TrueMoonfireSword" /> Refers to Armor Stats
<attribute id="ParentTemplateId" type="FixedString" value="e3b2adb6-7493-466e-9c65-4281fb74e83f" /> Item Model Goes Here
<attribute id="Stats" type="FixedString" value="DG_TrueMoonfireSword" /> Refers to Armor Stats
<attribute id="Type" type="FixedString" value="item" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115188075855912" />
<children>
<node id="GameMaster" />
</children>
TreasureTable.txt
new subtable "1,1"
toobject category "I_DG_LunarIdolSword",1,0,0,0,0,0,0,0
new subtable "1,1"
object category "I_DG_TrueMoonfireSword",1,0,0,0,0,0,0,0
I put this back to Status_BOOST.txt
new entry "DG_MOONFIREAURA_TOGGLE"
type "PassiveData"
data "DisplayName" "hff7c979dg7ebfg4393gb9f8g82ba77934a93"
data "Description" "h4df7b4dag6b0bg4aebgadfagefc6a8082e47"
data "Icon" "Spell_Conjuration_GuardianOfFaith"
data "EnabledConditions" ""
data "EnabledContext" "OnStatusApplied;OnStatusRemoved;OnCreate"
data "Properties" "IsToggled;Temporary;ToggledDefaultOn"
data "ToggleOnFunctors" "ApplyStatus(AURA_OF_MOONFIRE, 100, -1)"
data "ToggleOffFunctors" "RemoveStatus(AURA_OF_MOONFIRE)"
data "ToggleOnEffect" "VFX_Spells_Cast_Sorcerer_Metamagic_Quickened_HeadFX_01:Dummy_HeadFX"
data "ToggleOffContext" "OnCastResolved"
new entry "AURA_OF_MOONFIRE"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hff7c979dg7ebfg4393gb9f8g82ba77934a93"
data "Description" "h4df7b4dag6b0bg4aebgadfagefc6a8082e47"
data "DescriptionParams" "DealDamage(1d4, Radiant)"
data "Icon" "Spell_Evocation_FireShield"
data "StackId" "AURA_OF_MOONFIRE"
data "StackPriority" "10"
data "SoundLoop" "MAG_Status_HarpersSingingSword_Bless_Loop"
data "AuraRadius" "5"
data "AuraStatuses" "IF(Enemy() and not Tagged('INANIMATE')):ApplyStatus(BURNING_HOLY)"
data "Boosts" "SpellResistance(Resistant)"
data "StatusPropertyFlags" "ApplyToDead;IgnoreResting"
data "StatusGroups" "SG_RemoveOnRespec"
data "ApplyEffect" "f27fbb85-be5d-48f1-9ffc-b9a6097fd041"
data "StatusEffect" "3d91058a-d4d0-4eb2-8230-f5dd5e4ead93"
Put this into Weapon.txt
new entry "DG_TrueMoonfireSword"
type "Weapon"
using "WPN_Longsword_2"
data "RootTemplate" "54c9d1bd-c464-44c8-9c7c-33ecdb677a93"
data "ValueUUID" "12000"
data "Rarity" "Legendary"
data "Damage" "1d8"
data "VersatileDamage" "1d10"
data "Versatile
data "Damage Type" "Cold"
data "DefaultBoosts" "WeaponProperty(Magical);WeaponEnchantment(3);WeaponDamage(1d10, Radiant)"
data "BoostsOnEquipMainHand" "UnlockSpell(DG_Target_Mooncaller_BonusAction);UnlockSpell(DG_MoonbladeCantrip)"
data "PassivesOnEquip" "DG_MoonfireAura_Passive"
data "Weapon Properties" "Melee;Dippable;Magical;Finesse;Versatile"
And deleted Z_LunarIdolBlade_Smite.txt and Z_LunarIdolBlade_Weapon.txt. I didn't do anything to Spell_Shout.txt, since DG_MoonlightFire_Aura is still present in the files and identical to the 1.1.2 version, and didn't do anything to the other files either, since I didn't find any mentions of "moon" besides DG_Moonbeam_Sword, which I know is the Bestowed Moonfire Blade.
are lasting for ten rounds. Thought it might be a bug because the long rest recharge makes it kind of underwhelming for the price. A similar thing happens with the Faded Blessed Drow Armor that is sold by Aaron. Only in that case it was priced at 1 gold for some reason, which I thought was due to it being a known bug, but even then there was another drow armor -also sold by Aaron- that was the same thing without the ability, and was sold for ~300gp.
Anyway, wanted to change my gloomstalker drow archer into a front liner when I saw the Bladesinger's step, but was disappointed at how temporary the ability was. Just read it again and that other ability on the Bladesinger's Steps is way too op. This is probably crossing the line into self-indulgence but for balances sake I'd suggest either making it permanent, recharging on a short rest, or both, then just add 1 to acrobatics or get rid of any other abilities entirely. If you can and want to.
Haven't gotten past the last light inn in act 2 though so maybe op stuff like this is good for people who have already beaten the game. in that case the long rest recharge and ten round cooldown is still weirdly unusable. (I know the buffs are op but i feel like there is a difference between having a bunch of feats and figuring out how to use them effectively vs just having advantage on all dex saves and checks.) Regardless, thank you for reading. Hopefully I said this in a legible way.