If you're also using Some Melee Weapons on Hip, you need to do some manual work to have the new optional file and the other mod work in tandem.
Basically don't load the optional file from here. Instead go into your installation folder > Data > Public > Shared > EquipmentTypes and open the EquipmentTypes.lsx with a text editor of your choice (Notepad++ for example). Go to (ctrl+g) line 138 and 141 and change
You have to have a mod installed that comes with the loose files, like Some Melee Weapons on Hip? If you don't have another mod that provides this file, then you can just use the .pak from here.
Thank you Gabett for this mod! I don't know if I did something wrong but I edited the weapon on hips mod with this one as described above. It works but only for one crossbow. If I try to dual wield the crossbows then one will appear on the hip while the other is still awkwardly pasted to the back. Is that the way it should be? If so then can I change it to make both crossbows on hip?
Did you change both lines? Made sure to have R and L?
Other than that, the only thing I can think of is another file that's conflicting. Hard to say without your mod list though. That said, I had the same issue because I messed up folder structure one time. 🙈
I couldn't get it to work by copy/paste but when I just changed 'Lower" to "Hip" it worked so...yeah...go figure. pfft! Thank you for trying to help me. I appreciate it
A little late to the party. I've made the edit, however only the right sheathe for the HandCrossbow shows up on my character's hip. The other one is completely invisible lol. Here's my HandCrossbow Node:
Your: <attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/> <attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/> Should be: <attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/> <attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/> You have both bones named MainSheathed. One must be OffHand.
TYVM... For me though... and not sure for others, it was lines 139 and 141 rather than line 138.. not sure if that was a typo on your part or something different in mine, but wanted to share it in case others meet with any confusion.
wow thanks an awful lot for this!!! i ended up removing your mods because what i was looking for were new weapon models like almasy87's (https://www.nexusmods.com/baldursgate3/users/2278478) dreadshade duet (now turned tav's weapons galore)
but gods i love you for this tip about changing that file, it worked a charm! thanks a lot!
if only you 2 worked together to give unique models (or just new light effects or recolouring... greens for poison, sparks for electric stuff... having so many different effects is fun but if all the weapons look exactly the same it just flops T_T) for all the weapons in this mod it would be so AWESOME!!!
I love the crossbow that gives you an extra action on crit, but I wanted to ask if there was any plans to balance it a little more? It seems to give an extra action on EVERY crit instead of a reasonable once per turn. I love having more powerful stuff, but to me this is a little too broken :P.
I've got an answer for why your crossbows aren't working with Crossbow Expert!
They're missing the "Loading" property. Crossbow Expert: Point-Blank specifies "IgnorePointBlankDisadvantage(Loading)", but your crossbows all have their properties listed as "Light;Ammunition;Dippable;Magical" - you need Loading in there, like on the vanilla crossbows, to make them work with the feat.
Still not working for me so I'm not sure if I put it in the right place. Is this the right place to put it? Downloads\Steam\steamapps\common\Baldurs Gate 3\Data\Data\Public\Shared\Stats\Generated\Data
I can't get sparrows413's file/fix to work either. I have tried just the .txt file in the game's Data folder, the entire unzipped file structure in the game's Data folder, the contents of the .zip file (meaning from the Public folder on down) in the Data folder and even tried placing part of it in the Generated folder in the game's Data folder. So far, nothing seems to work.
Unfortunately it doesn't appear that sparrows413 is active here anymore to help explain how exactly he got it to work.
I got this fix to work by doing EXACTLY what sparrows said, but for clarification on specific locations:
1. download, unzip the file wherever 2. place the file (it will be called "Public") in the steam install location's first Data folder (the specific "Data" folder was "C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\Data" [you don't need to go further down the file structure, just place "Public" there]) 3. mod fix works!
This mod required plenty of self-discipline of me, but such is the nature of modding anyway. If you don't keep yourself in check, no one is going do that for you.
Tribute lets you infinitely cast Heroes Feast, which is a t6 spell, and doing so will grant you infinite supplies and allow you to make everyone in camp immune to a major CC effect as well as grant them adv on wisdom saves until long rest, and forever more, repeated. I couldn't get myself to feel ok with this item so I threw it into the deepest chasm I could find lol.
Could you do me a solid and create a "light" version of this mod that only includes the green and blue rarities? I think the designs there are really cool and I would use them, but the epic and legendary ones are too strong for my personal taste. Figured this would be not too much work to do so thought I'd ask, thanks!
Hey! Just noticed something that might be a bug: when using two xbows that add extra damage based on another stat, the damage is being calculated twice for each shot.
Example: when using Charming Hand Crossbow, the Charisma modifier is being added twice to the damage of every shot. I don't think this is how it's intended to work. Just wanted to report this issue, congrats for the great work. This mod's xbows are really fun!
Hello, if you have time, would you consider doing a version with no loot table(no drop just the items)? This way it could be compatible with "Randomized Equipment Loot"
123 comments
Basically don't load the optional file from here. Instead go into your installation folder > Data > Public > Shared > EquipmentTypes and open the EquipmentTypes.lsx with a text editor of your choice (Notepad++ for example). Go to (ctrl+g) line 138 and 141 and change
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Lower_R"/>
to<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Lower_L"/>
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
Should show all desired weapons on your hips, swords and crossbows alike.
And, yes, I am an idiot, so *that* may be an issue, too.
Other than that, the only thing I can think of is another file that's conflicting. Hard to say without your mod list though. That said, I had the same issue because I messed up folder structure one time. 🙈
<node id="EquipmentType">
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
<attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_R_Hand"/>
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
<attribute id="BoneOffHandUnsheathed" type="FixedString" value="Dummy_L_Hand"/>
<attribute id="Name" type="FixedString" value="HandCrossbow"/>
<attribute id="SoundAttackType" type="FixedString" value="Crossbow"/>
<attribute id="SoundEquipmentType" type="FixedString" value="Crossbow"/>
<attribute id="SourceBoneSheathed" type="FixedString" value="Dummy_Sheath"/>
<attribute id="SourceBoneVersatileSheathed" type="FixedString" value="Dummy_Sheath"/>
<attribute id="UUID" type="guid" value="87fbc05b-c870-4bc1-95fb-56ea3fcb9e22"/>
<attribute id="WeaponType_OneHanded" type="FixedString" value="Crossbow1H"/>
<attribute id="WeaponType_TwoHanded" type="FixedString" value="Crossbow1H"/>
</node>
In case I've missed something.
Edit: I found the issue.
Your:
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
Should be:<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
You have both bones named MainSheathed. One must be OffHand.<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
TYVM... For me though... and not sure for others, it was lines 139 and 141 rather than line 138.. not sure if that was a typo on your part or something different in mine, but wanted to share it in case others meet with any confusion.
Thanks!
i ended up removing your mods because what i was looking for were new weapon models like almasy87's (https://www.nexusmods.com/baldursgate3/users/2278478) dreadshade duet (now turned tav's weapons galore)
but gods i love you for this tip about changing that file, it worked a charm! thanks a lot!
if only you 2 worked together to give unique models (or just new light effects or recolouring... greens for poison, sparks for electric stuff... having so many different effects is fun but if all the weapons look exactly the same it just flops T_T) for all the weapons in this mod it would be so AWESOME!!!
They're missing the "Loading" property. Crossbow Expert: Point-Blank specifies "IgnorePointBlankDisadvantage(Loading)", but your crossbows all have their properties listed as "Light;Ammunition;Dippable;Magical" - you need Loading in there, like on the vanilla crossbows, to make them work with the feat.
I did a quick loose-file replacer with Weapons.txt to test it out and got the feat working!
Unfortunately it doesn't appear that sparrows413 is active here anymore to help explain how exactly he got it to work.
1. download, unzip the file wherever
2. place the file (it will be called "Public") in the steam install location's first Data folder (the specific "Data" folder was "C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\Data" [you don't need to go further down the file structure, just place "Public" there])
3. mod fix works!
Tribute lets you infinitely cast Heroes Feast, which is a t6 spell, and doing so will grant you infinite supplies and allow you to make everyone in camp immune to a major CC effect as well as grant them adv on wisdom saves until long rest, and forever more, repeated. I couldn't get myself to feel ok with this item so I threw it into the deepest chasm I could find lol.
Example: when using Charming Hand Crossbow, the Charisma modifier is being added twice to the damage of every shot. I don't think this is how it's intended to work. Just wanted to report this issue, congrats for the great work. This mod's xbows are really fun!
Big thanks!