Can you elaborate on this more? I don't remember KotOR well enough to understand what this does exactly. How does it vary between having or not having it?
Normally in this mod, saber forms, force forms, and jedi defense require that you are wielding either a longsword, shortsword, or greatsword, and you start the game with a longsword. The basic lightsaber compatibility patch leaves requirements alone and gives you a lightsaber of your choice in character creation. The KotOR lightsaber compatibility patch makes all saber and force forms require a lightsaber and gives you a lightsaber at level 3 when you choose your subclass and the color is based on the subclass.
This is awesome, love playing as a Jedi, it's super fun!
Any chance you can make a variant that changes Ki cost of force powers so that any that is a spells cost their spell level in Ki? Making Can-trips free, first level spells cost 1 Ki, Second level cost 2 Ki, etc.
also, I love the Idea of being able to select which saber/force forms you learn each level.
Really love this mod, but I think Force-Pull/Push should be waaay stronger. When I use Force-Push on a target I want to see them flying like in the movies (Obi-Wan against Grievous in Episode 3 for example). I also don't really like that you can only use Forceabilities as long as you have KI-Points. I'd also prefer if had access to all Lightsaber forms from the get-go. But that's really nitpicky and apart from these 3 minor things I absolutely love this Mod. I normally have my problems with RNG-based Games like BG3 but playing as a Jedi really keeps me hooked even when the Dice rolls annoy me.
Any chance of an update to allow users to select saber forms when leveling in a similar fashion to fighter fighting styles? Having to wait until late game for Shien and not getting Juyo at all without the level extension is a bit disappointing.
my game crashes when talking to shadowheart on the beach for the first time. i only have this mod mod fixer and lightsaber mod installed. also script extender. i'm not sure what the heck.
I am having a problem with the new class not showing up. I'm not sure why. Does this mod need any sort of other mod or anything to work? I cannot seem to find anything about it on this page. Thanks in advance
I am having the same issues as well. Using BG3 Modmanager too. No clue what is going on. For me non of the other mods from this download seems to show up either.
Okay, solved my problem. Note that this will only fix it if you are using BG3 ModManager and we hade the same issue. Not sure on how the issue has occured, mby someone with more knowledge can explain. But when adding mods and trying to export the new order to the game its suppose to add it in to the C:\Users\user\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public in the modsettings.lsx file.
However in my case, there was a new folder in \PlayerProfiles called \Debug_Client_Profile_1. No idea why or how this has happend. And in this folder, was a new modsettings.lsx file containing the correct mod load order. Now to "fix" the issue, simply copy all the content in the modsettings.lsx file. Make your way back to the C:\Users\user\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public. Open the file named modsettings.lsx, and paste it in.
Hope this solves your issues!
Edit: Found out what i initially had done, not sure how i did it. Anyways I had two profiles in the mod manager. (Located in top left corner under "file") Puting in back to public fixed the issue lol
I am getting a blocking error on new game starts and respecs in already started games. Whenever I select the Jedi class the Class Equipment section is red and marked 0/1 with no choices available.
I have made sure this mod is loaded before the Combined Jedi mod, before any of your Optional files, and before the Lightsaber mod. I have tried reversing things, loading this mod last. I have tried loading it without any other Jedi related mods. Nothing seems to be working. It will not let me proceed with the Class Equipment choice marked pending, but there is nothing to choose.
Anyone else seeing this? Any known compatibility issues?
Feats of the Living Force optional mod doesn't work with the new update that allows Jedi Defence, et al. to work with Shortswords, Greatswords, and Rapiers due to the feat file entries still being:
184 comments
Any chance you can make a variant that changes Ki cost of force powers so that any that is a spells cost their spell level in Ki? Making Can-trips free, first level spells cost 1 Ki, Second level cost 2 Ki, etc.
also, I love the Idea of being able to select which saber/force forms you learn each level.
Not sure on how the issue has occured, mby someone with more knowledge can explain. But when adding mods and trying to export the new order to the game its suppose to add it in to the C:\Users\user\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public in the modsettings.lsx file.
However in my case, there was a new folder in \PlayerProfiles called \Debug_Client_Profile_1. No idea why or how this has happend. And in this folder, was a new modsettings.lsx file containing the correct mod load order. Now to "fix" the issue, simply copy all the content in the modsettings.lsx file. Make your way back to the C:\Users\user\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public. Open the file named modsettings.lsx, and paste it in.
Hope this solves your issues!
Edit: Found out what i initially had done, not sure how i did it. Anyways I had two profiles in the mod manager. (Located in top left corner under "file") Puting in back to public fixed the issue lol
Whenever I select the Jedi class the Class Equipment section is red and marked 0/1 with no choices available.
I have made sure this mod is loaded before the Combined Jedi mod, before any of your Optional files, and before the Lightsaber mod.
I have tried reversing things, loading this mod last.
I have tried loading it without any other Jedi related mods.
Nothing seems to be working.
It will not let me proceed with the Class Equipment choice marked pending, but there is nothing to choose.
Anyone else seeing this?
Any known compatibility issues?
(IsWeaponOfProficiencyGroup('Longswords', GetActiveWeapon(context.Source, true))
instead of your new updated version in the main file of
(IsWeaponOfProficiencyGroup('Longswords|Shortswords|Greatswords|Rapiers', GetActiveWeapon(context.Source, true))
this causes Jedi passives not to work at all when using the feat mod unless we have Longsword only.