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pewpewzap

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  1. pewpewzap
    pewpewzap
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    Version B is being released to tone down the numbers for healing and damage. Here's an overview of the changes in Version B:

    Healing has been reduced across the board:

    Surging Fire's end-of-turn healing has been reduced to 1 health point per stack of Surging Fire.

    Surging Fire's now applies Burning to enemies that are damaged by your attacks and spells.

    Absorption's healing has been reduced to 1 health point per remaining turn each instance of Fire damage you deal (maximum of 3 health points at 3 turns).

    While Absorption is active, Wall of Living Flames/Living Flames now heals for 1 health point (reduced from 6 health points) upon contact with the caster and an additional 1 health point if the caster ends its turn within range.


    Damage has been reduced for most spells and effects:

    Fireball Adaptation has been renamed to Fire Bolt Adaptation to reflect its change to a Cantrip, reducing its damage from 8d6 Fire damage to 1d10 Fire damage (with Cantrip damage scaling [3d10 Fire damage at level 12]). VFX remains the same for now.

    Wall of Living Flames/Living Flames' damage modifier has been reduced to 6 Fire damage (from 12 Fire damage) per turn of Intensity. Its end-of-turn damage has been reduced to 4 Fire damage (from 5 Fire damage) per turn of Intensity.

    This is not an add-on and is instead an optional version of the base mod, so installing it will replace the base mod. Please download Version B if you want to use the mod with the above changes to healing and damage. 
  2. JoeCrackTS
    JoeCrackTS
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    How my Tav's going to look like entering combat

  3. oday123
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    hey I like this mod but I can't enchant any boots 




    thx for the mod
  4. Kipperkid
    Kipperkid
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    Some abilities no longer work
  5. SlaughterSaint
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    The sound of the flames are bugged. I wore the boots on the nautiloid and it was fine. Found the living flame orb in the hidden chest in the upper catacombs entrance in the beach. Took it and the flaming sound keeps repeating and doesn't stop.
    1. SlaughterSaint
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      Tried loading a previous save, before getting the living orb, and the sound is still ongoing. It followed me to a previous time line lol. If this isn't fixed by restarting the game I might have to destroy the campaign.
    2. SlaughterSaint
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      update: restarting the game helped. The flame sound effect is gone.
  6. Kevcor
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    Hello, I do not understand how to get surging flames. Could you enlighten me please ?
  7. decamhian
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    Question about inferno blink, it acts like a wall where I have to choose the start and end points of the "fire trail" but then I teleport to what I chose as the "starting" point. This can end up with a "trail" of fire that doesn't match the direction I'm teleporting. Is this intentional or a possible bug? I am only using a couple of other mods and I loaded the fire boots after those.
    1. pewpewzap
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      Do you mean the character is not facing the opposite direction of the trail if you create a horizontal trail?
    2. Momnoc
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      No, I think he means that you can make a wall perpendicular to your traveling route:


      Expectation: You start at A, you blink to B, the Wall is made between A and B.
      Reality: You start at A, you choose blink point B and the Wall's endpoint C, you blink to B and create the Wall between B and C.

      It's weird that we have the option, but I'm not complaining.
  8. lamlai123
    lamlai123
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    Update patch #21 seem to break the orb enhance method since i can't enchant any boots, could you look in to this matter?
  9. lamlai123
    lamlai123
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    Can we get a non vfx/sfx version of the boots? I think the sound of fire burning is bugged since it follow me everywhere 
  10. amyforever
    amyforever
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    any chance of a frost version. love this but i got a frost build going on
  11. phirstloser
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    Love your mod! I'm doing a unarmed fire barb build using Barbarian- Path of the Hearteater mod (https://www.nexusmods.com/baldursgate3/mods/5591). These boots have the perfect fire equipment aesthetic. I'm a complete newbie when it comes to modding but I've been fiddling with the Exporttool trying to reverse engineer how you managed the glowing effect on the boots. Would love any insight on how you managed the glow to the boots so I can apply them to gloves. My goal is to be able to have glowing gauntlets similar to the guardian gauntlets used in the artificer class mod (https://www.nexusmods.com/baldursgate3/mods/1779). Appreciate both the mod and your considerations!
  12. Caamus
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    pewpewzap,

    First off, thank you for the mod, the boots are great. I am experiencing an issue though

    I wanted to remove the visual aspect from the boots so I downloaded the remover option and followed the instructions:
    "Add this Add-On below the Base Mod in your load order. Remove this Add-On after you disenchant your boots."

    However, once I removed the add-on, I'm unable to load any of my saves. It gives me the standard warning that the mod isn't loaded and asks if I want to continue anyways. I click yes, the dialog warning disappears, and nothing happens, it doesn't even attempt to load. I add the add-on remover back and it loads fine.
    1. pewpewzap
      pewpewzap
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      I believe Patch 5 made saves unable to load if you are missing a mod from a save, so you can leave the visual effect add-on to prevent issues with loading the game. Thanks for pointing this out.
    2. Caamus
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      I appreciate it. Thank you, I love the boots!