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VitruvianGuar

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VitruvianGuar

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  1. VitruvianGuar
    VitruvianGuar
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    The issue with Subclass Compatibility Framework is confirmed to be resolved.

    Make sure to download new versions of both Mobility Overhaul and Equipment Library.
  2. FIickerR
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    Just here to give a note about this mod. It works flawlessly on patch 7 (havent tested with patch8 yet) soyou can use it no problem.
  3. SpectreSVK
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    .
  4. Sakurasrb
    Sakurasrb
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    It seems that its requirement, Equipment Library, is out of date and causes lots of troubles... Hope there can be an update.
  5. KongMemphis
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    Any chance to update for Patch 7?
  6. IamPrettyUgly
    IamPrettyUgly
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    Ironically, your changes looked good to me on paper but not in practice. Fighters and barbarians need that mobility to overcome the fact they're mostly melee oriented. While the other classes tend to favor range or use both equally.

    Besides, the current system doesn't exactly resembles realism if you think as heavy armor being a good 40 pounds of extra weight, yet using the game's weight scale(by comparing the weight to a normal shirt for instance)you can see that's not the case, it's heavy but not to the extremes. And definitely not to the point were it would hamper your speed that much.
    1. deleted74988983
      deleted74988983
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      Noticed all that prior to "practice" stage , im not sure whats the point of picking fighter with this mod. Heavy Armor impedes movement mod is a correct step with str below 13 making the debuff.
  7. FMLS
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    Description says you get off balance for one round after failing the check, but it's been applying for two turns for me. Hope it's a bug, as one turn makes more sense (wouldn't take too long to gather yourself after stumbling).
    1. Taliesin33
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      I think this is because one turn gets taken off the status as soon as your end your turn, so really it's only applied for one enemy turn.
  8. FerrinRedfox
    FerrinRedfox
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    Would this mod be compatible with mods that edit base feats such as 5e Feats Rebalanced and Reworked (https://www.nexusmods.com/baldursgate3/mods/4379?tab=description) which modifies heavy armor master, and medium armor master giving them new names and effects? 
    1. VitruvianGuar
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      Should work fine
  9. mxiimods02
    mxiimods02
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    Could you make the jump only do the acrobatics check during combat? It's a little annoying to have those pop up while i'm exploring.
    1. pollomiauguau
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      i agree with this
    2. GodIsMyCondom
      GodIsMyCondom
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      +1, no reason for it while out of combat.
    3. VitruvianGuar
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      Well, there is a reason for it. Imagine you jump somewhere and then the combat starts. An unsuccessful jump will make you off balanced and will affect combat.
  10. ropya
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    Im aggrieved to admit it took me far longer than it should have troubleshooting to sort it out.

    Wanted to put a FYI out to you that this is not compatible with Companions AI, at least dependent on LO.
    If that mod is loaded below this one it cancels all of your changes.
    I have yet to crack open the other mod and compare its innards to sort out why it is happening.
    I imagine when I do that there's a fair chance I will find ITMs as it also counters the Shove as an Action mod along with some of the Race Unleashed mods.

    Just to be clear, im not complaining regarding your mod, or asking you to fix it. Just wanted to bring it to your attention in case you felt inclined to mention it on your description.
    Im glad I was able to sort it out, because I love your overhaul mods and was rather frustrated as to why they were not working.
     
    Edit. Looking at both mods, I'm rather flummoxed. I don't see any interplay at all. But the Companions AI mod messes with a lot of mods for some reason.
    1. VitruvianGuar
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      Seems that Companions AI isn't using self-inheritance best practices, thus overwriting all entries in the data it's affects, instead of only the exact entries it needs to change. Such mods should be kept at the top of your load order. 

      I'll add a note that my mods should be at the bottom of the load order in order not to have this kind of issues. Thanks for bringing this up.
  11. pollomiauguau
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    I have both your weapon and armor mods and they are very good, do you recommend this one aswell? Do you think it's fair to have jumps get an skill check since vanilla does not have it?
    1. VitruvianGuar
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      Yes I do. Acrobatics checks are quite common in tabletop DnD, when characters are jumping and when jumping mechanics is as exploitable as in BG3 it becomes a necessity.

      In general, Acrobatics skill is underutilized in BG3 and this mod fixes it. It's also a good addition to Armor Overhaul, as it makes distinction in armor types affect gameplay even more.