Well, there is a possibility that after all the updates the mod is simply not working any more... I don't have the game installed right now, so I can't look into this. Honestly, don't know. Would love if somebody could verify if the mod is working for them. If it still works for other people, then it is a local problem.
No, I don't have the access to the game anymore. It should be safe. I think. It'll probably overwrite the balancing class changes of the later patches, but if you're going to use this mod you probably don't really care about the result being balanced. I don't know, it will probably go bad if they add some new classes or sub-classes, but otherwise I think the drawbacks should be acceptable.
What exactly do you mean? Is it a problem with left-over expertise that prevents you from moving on? Elves (non-drow included), humans and half-orcs seem fine. But other races seem to have that problem - fair enough. Ok, I'll think if something.
So is this a game-breaker? I wanted to play an OP Warlock as my next playthrough, but seeing as there’s been zero comments made by anyone since October, I’m a little leery about using this mod.
If you have an issue with not having enough free skill expertise slots when multiclassing, just edit the file by deleting SelectSkillsExpertise(f974ebd6-3725-4b90-bb5c-2b647d41615d,15) , or edit it to SelectSkillsExpertise(f974ebd6-3725-4b90-bb5c-2b647d41615d,X) , where X is the amount of skills you want
No, this isn't a game-breaker. First of all this question applied to an earlier version of the mod. In later versions any race works fine. There could be a problem if you multi-class into a class that gives you expertise points (since you already taken every expertise). But in this case AhsokaTanoFulcrum's solution should work for you.
If you have an issue with not having enough free skill expertise slots when multiclassing, (which prevents you from proceeding) just edit the file by deleting SelectSkillsExpertise(f974ebd6-3725-4b90-bb5c-2b647d41615d,15) , or edit it to SelectSkillsExpertise(f974ebd6-3725-4b90-bb5c-2b647d41615d,X) , where X is the amount of skills you want.
I had the exact same issue and by trial and error found this solution.
One way to force merge this, if you're already using a mod that changes progressions.lsx, is to copy everything from this mod's progression txt from line 2404 to 2612 and overwrite the exact same lines in your other mod's progressions file.
That way you can mostly benefit from the other mod's changes to other classes while keeping these for the archfey warlock.
Side note, highly recommend Sublime Text as your file editor.
General direction looks valid, but I added a couple of strings into the Fey Warlock and any other mod could modify the number of lines in the file. So I wouldn't go by the line numbers alone. You still need to think through what you copy and where. But the line numbers should definitely help find the right place.
Well, this should be pretty straightforward. The file (the only file in the archive) defines what happens to the classes on different levels. Races are in here too. I didn't try them but I'm sure they'll work the same way.
As I wrote in the mod's description, Well, except now it all moved in the Warlock's subclass, so look for Archfey. All I've done is in 3 lo-ong lines in Archfey section. The ones that start with: <attribute id="Boosts" <attribute id="PassivesAdded" <attribute id="Selectors" The syntax and the naming are quite intuitive. Then look for whatever you want to modify - in your case Dragonborn. Just copy stuff from Archfey into respective lines in Dragonborn. If there is no respective line - create it or copy the whole line. That's pretty much it.
Thanks so much , as someone with little time to play this helps me make the time count . (And I miss my Uber character from baldurs gate 2 :) so now I'm sorted.
I see a list of issues and duplicates. Listed in no order:
You could replace the Darkvision feature with superior Darkvision, or better yet devils sight. We can select that from the Eldrich invocation list though.
You can remove Dwarvern Resiliance, since Nature's Ward Covers poisons.
Hellish Resistance is covered by Fire Draconic Ancestry.
Naturally Stealthy is covered by Stone Camouflage
I don't think Ritual Caster: Free Spells is working, I don't see a place to select the two ritual spells in character creation.
War Magic is in the list twice
We are proficient in everything, so Remarkable Athlete: Proficiency does nothing.
Yes, there is an overlap. I did stuff gradually and sometimes it could slip my mind that I already added something with the same effect. For most part I don't see a problem with that. Except it being a bit less clean. Which - yeah, I guess I will address in time, but it doesn't look like it warrants a new version on it's own. Unless I'm missing something and such overlap or some of redundant features somehow negatively affect the player.
A fair point about darkvision. I didn't think about it because I was coming from a standpoint that you can waste one Incantation on it without problems. But a player shouldn't have to guess to do that. It's better to just give the ability. Not sure if I can, but I'll look into that. Again - don't think it is worth a new version since the mod already gives an easy way to get this.
On the account of Ritual Caster - I did add the section with spell selection, but it messed up the base spells selection. I kept the feature though - in hopes that it will let you ritually cast spells received from other classes even if the class doesn't give you the ability to ritually cast. Doesn't it? I guess that could be called redundant too anyway with all the spell slots you get.
You can just create it. Or copy from the archive - I kept the structure from Data and below. Unless I made a mistake somewhere, but it doesn't look like I did.
Hello! I Like the idea of Lone Wolf Fey Pact! I wanna try this mod but im concern about compatibility. I hope this mod can growth and be optimized with others mods You can have some differents versions (Not such overpower, just a little op). Thanks for your mod
Well, as I mentioned in the description, I have no idea about the compatibility. I might work fine with other mods.
As for different versions - you can do it on your own actually. Just download the file and open it with a notepad as if it was a .txt - you'll probably be able to figure it out. The structure is pretty simple and the naming is quite obvious for the most part. Find "warlock" and "archfey" there. Both for the first level. And there you will see the extremely long lines. Three of them in total. Boosts, PassivesAdded, Selectors. For the most part stuff is named in a easy to understand fashion and you'll be able to cut out parts you think are excessive. Or copy things to other classes of your choice. Or spread it around between different levels.
I could do various versions, but in the end of the day everybody would have their own ideas about what is too much and what is too little. And it's so much better when you can do your own stuff. You don't need to depend on me here. Just pay attention when you cut or copy stuff.
23 comments
I dont know why, ive installed it there exactly were you say it.
I don't have the game installed right now, so I can't look into this.
Honestly, don't know. Would love if somebody could verify if the mod is working for them. If it still works for other people, then it is a local problem.
It should be safe. I think.
It'll probably overwrite the balancing class changes of the later patches, but if you're going to use this mod you probably don't really care about the result being balanced.
I don't know, it will probably go bad if they add some new classes or sub-classes, but otherwise I think the drawbacks should be acceptable.
Elves (non-drow included), humans and half-orcs seem fine. But other races seem to have that problem - fair enough.
Ok, I'll think if something.
First of all this question applied to an earlier version of the mod. In later versions any race works fine.
There could be a problem if you multi-class into a class that gives you expertise points (since you already taken every expertise). But in this case AhsokaTanoFulcrum's solution should work for you.
I had the exact same issue and by trial and error found this solution.
HAPPY MULTICLASSING!
That way you can mostly benefit from the other mod's changes to other classes while keeping these for the archfey warlock.
Side note, highly recommend Sublime Text as your file editor.
But the line numbers should definitely help find the right place.
The file (the only file in the archive) defines what happens to the classes on different levels.
Races are in here too. I didn't try them but I'm sure they'll work the same way.
As I wrote in the mod's description,
Well, except now it all moved in the Warlock's subclass, so look for Archfey.
All I've done is in 3 lo-ong lines in Archfey section. The ones that start with:
<attribute id="Boosts"
<attribute id="PassivesAdded"
<attribute id="Selectors"
The syntax and the naming are quite intuitive.
Then look for whatever you want to modify - in your case Dragonborn.
Just copy stuff from Archfey into respective lines in Dragonborn. If there is no respective line - create it or copy the whole line.
That's pretty much it.
For most part I don't see a problem with that. Except it being a bit less clean. Which - yeah, I guess I will address in time, but it doesn't look like it warrants a new version on it's own.
Unless I'm missing something and such overlap or some of redundant features somehow negatively affect the player.
A fair point about darkvision. I didn't think about it because I was coming from a standpoint that you can waste one Incantation on it without problems. But a player shouldn't have to guess to do that. It's better to just give the ability. Not sure if I can, but I'll look into that.
Again - don't think it is worth a new version since the mod already gives an easy way to get this.
On the account of Ritual Caster - I did add the section with spell selection, but it messed up the base spells selection.
I kept the feature though - in hopes that it will let you ritually cast spells received from other classes even if the class doesn't give you the ability to ritually cast. Doesn't it?
I guess that could be called redundant too anyway with all the spell slots you get.
In any case - good spotting, thanks!
Or copy from the archive - I kept the structure from Data and below.
Unless I made a mistake somewhere, but it doesn't look like I did.
I hope this mod can growth and be optimized with others mods
You can have some differents versions (Not such overpower, just a little op).
Thanks for your mod
As for different versions - you can do it on your own actually.
Just download the file and open it with a notepad as if it was a .txt - you'll probably be able to figure it out. The structure is pretty simple and the naming is quite obvious for the most part.
Find "warlock" and "archfey" there. Both for the first level. And there you will see the extremely long lines. Three of them in total. Boosts, PassivesAdded, Selectors.
For the most part stuff is named in a easy to understand fashion and you'll be able to cut out parts you think are excessive. Or copy things to other classes of your choice. Or spread it around between different levels.
I could do various versions, but in the end of the day everybody would have their own ideas about what is too much and what is too little.
And it's so much better when you can do your own stuff.
You don't need to depend on me here. Just pay attention when you cut or copy stuff.
I just hope the way I did it works well enough.