Baldur's Gate 3

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kharneth

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kharneth

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  1. kharneth
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    Hello!
    Old Changelog
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    Version 1.1 out. For update just overwrite old version pak with the new one.If you want to be 100% sure everything goes smooth do the following:
    -Remove equiped weapons from this mod from your characters (you can leave them in the inventory) and save your game
    -Install the new version (just overwrite old one)
    -Load, you can reequid your weapons as you wish.
    As I said, nothing of this should be needed, I update like hundred of times while testing just overwritten the old file. But the above proccess should be the correct one to update items mods.

    Now the changes:

    -Firts and most important a big thanks to skystryke468 for their corrections of the flavor texts. Now they look like someone that actually knows the lenguage wrote it.

    -New custom icons added for everything (Will be great if someone can tell me if controller icons works as I have no way to test it)

    -I wasn't happy with the elemental damage addition directly to weapon damage, It's easy, it works and give some personality to the weapon, but feels lazy and boring.With that in mind I remove all elemental damage and give all elemental blades a once per turn class action attack with elemental damage.
    To compesate for the lost of elemental damage on extra attacks and class skills it's a little stronger (add proficiency to elemental damage) and have chances (saving throw based) to cause an status.
    Also as they are now unique attacks they have appropiate VFXs and SFXs, so they look cooler.

    -Cleave (and its axe icon) was remove and change by Whirlwind Blade, wich basically is a custom version of a blade flourish, that I think suits it better.

    -No Versatile patch was removed and build in. Now you can create non versatile versions of the blades usin my Elven Smithing Kit. This allow to have any combination of versatile and non versatile instead of choose all or nothing.
    NOTE: The old patch is incompatible and should be remove after updating (Removing it is 100% safe as it doesn't touch game files, just overwrite things on this mod. You will still recibe a warning of missing mod the firts time you load and old save but you can safely ignore it).

    -Improved and Legendary critical were renamed to blade and legendary cunning, because I need to make custom versions to add the icons and like the new names more. They work still the same.

    -Added a new sword, "Eilistraee's Gift". This one use longsword visuals (voss silver sword). I think is fitting because almost all Eilistraee images picture her with a longsword.

    -Swords changes:
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    -Forestneedle: Remove poison damage and poison strike passive, added poison strike class action.

    -Windwalker: Remove lightning damage, added lighning strike class action.

    -Spellweaver:
    Fixed a bug that makes melee caster not working (it still pick up either dex or str). Now it works properly.
    Change the elemental focus from force to thunder and lightning, for better synergy with spellweaver armor.
    Remove force damage, added thunder discharge class action.
    Remove Quick missiles, added Lightning Sparks. (This one travel in straigh line, still always hit).

    -Corellon's Spirit: Remove Elven Grace because it feels to redundant with elegance and awareness of elven armors. A different Elven Grace version will be added to Lithien's own armor in the future, anyway.
    Remove rush because I don't find it fitting for a blade.
    To compensate, it reduced critical tresshold by 2 now and ignore resistance to both, slashing and force damage (previously only ignore slashing resistance).
    Remove force damage, added corellon's wrath class action.


    As always, report any issues, typos...

    Cheers!

    Edit: Hotfix to 1.1 just to improve descriptions and makes spellweaver deals lightning damage againts silenced targets instead of thunder (cause silenced targets are inmune to thunder damage).

    With that the mod should be finished for the time being and i'm going to focus on the rest of the series. Unless bugfixing I will probably not update this one until I'm done with the others, if needed. Well, that was a lie obviously.


    Update 1.2

    Some minor changes and some new skills that focus on dual wielding as it's the most underwellming combat style. Changes won't make dual OP all of the sudden, but they will hopefully make it feels less of a waste.

    -Rework extra damages, everything should respect honour mode rules.

    -Move "Swift Strike" of Corellons Spirit to the normal attacks side of the hotbar, as it doesn't have conditions like the skill it mimic it doesn't have sense having it on the temporary side.

    -Rework "Lightning Sparks", it's now cast from the blade and can travel in no straigh line again.

    -All scimitar like blades (all except eilistraee's gift) are properly tagged a "Elven Blades" to easy identified the skill requirements. (Tag in the technical description on the top of the item card just below damage, the same as wands and other items in the series)

    -All elven blades have a new weapon action "Blade Dance" require elven blades in both hands and attacks all enemies around with both weapons plus extra scaling damage.

    -All elven blades get a useless passive, for the moment. It require an elven dagger offhand, that are WIP and will be released on a future mod. "Blade and Dagger can now be used, Elven daggers are here.
    Spellweaver Blade get a version of this passive that can be use, as it require either a elven dagger or a Wand offhand.

    -Eilistraee's Gift instead get a passive that can be half used, it's the basic tier of a feature of drow weapons (that are also wip) and can be used with elven daggers or Wands.


    Update 1.3

    -All "versatile scimitar like" blades has been increased in size, to something smaller to a base game longsword (see screenshot). This way the model reflect better the rules for versatile and also two handed animations look better.

    No versatile blades still have default size, as long as you don't want them as two hand weapons you can remove versatile from them if you prefer the original size.

    -Fixed Eilistraee's Gift magically turns light when make not versatile


    Update 1.4

    -Improved Icons

    -Change "Blade Dance" to passive that will unlock it only when dual wielding elven blades, to reduce hot bar icons for those using two handed or one hand.

    -Added two new blades, both with new models. One of them, "Vyper's blade" is an edited version of a dagger from Elven Weaponry - Rogue and the same as those it's dyable.
    Both of them will also use smaller models when making them no versatile (see screenshot), in coherence with the rest of the blades.

    Update 1.4.1

    -Fixed crafting, you should be able to customize equipped items.

    Version 2.0

    -All unique blades get new models. No versatile versions get smaller versions of the new models. Common blades keep the base game models as I like them.

    -Elemental attacks change to once per combat to keep balance with the new blades and the series in general. You should be able to remove the previuos optional file for it without problem, as it no contain new item data. You still get a warning of missing mod, but you'll save will load fine.
  2. Yserieh
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    I hope you make a staff version soon. All your weapons and gear are must have. I love playing my Elves and Drow, so thank you so much for your fantastic work!
    1. kharneth
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      Thanks!

      I have some staffs witht hte driad and robes mod, but no plans for make mod just for staffs for the moment
  3. ozymania
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    Thank you for the mod! Is there a chance that Thranduil's swords might pop up as a model sometime in the future?
    1. kharneth
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      Thanks!

      I'll like to do it, but can't really make any promises
  4. Kamei86
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    Amazing mod. Can`t play without it now.

    Can i hope that some day you will implement the elven double scimitar? A canon DnD two-handed finesse weapon. 
    1. kharneth
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      Thanks!

      I don't know if you already see it but I have something similar among my Glaives.
  5. netlord80
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    I would like to start saying that these blades are amazing.  The dyable daggers are now all I use for dagger users.  I was wondering if it was possible to get some dyable short swords as well? 
    1. kharneth
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      Thanks!

      The same dyable daggers can be made into shortswords that are dyable too. But I have no plans in make any other of the shortswords models dyable at the moment, it's a lot of work and the results are not always good... and I hate create the base color templates (and sucks at it)
    2. netlord80
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      That would be amazing.  Any of the other daggers would look great too even without being dyable.  There is a severe lack of short sword options out there unfortunately.
    3. kharneth
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      I think you didn't get it, it isn't a plan for the future. All my daggers can be made into shortswords already, since the last update of the rogue and daggers mods. Look at the sticky posts with the changelogs.
    4. netlord80
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      Well, now I feel silly.  I completely forgot about that (installed on my last run).  Sorry to waste your time with this,  These are amazing mods though (even better than I realized). 
    5. kharneth
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      Don't worry! Sometimes I forget what things I already add too 😂
  6. dajolieasya
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    All the new models in all mods are FIRE <3 Ty!
    1. kharneth
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      Thanks!
  7. uluzolzefingz
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    Hey :)

    Thank you very much for your work, I really enjoy the new models across your mods (dagger/bows/blades).
    I would have a request though...
    I love the model used for the "Vyper's blade" but for me the blade is upside down and it's burning my eyes ahahahah.
    would you be fantastic enough to make the model with the tip pointing downward?
    sorry for asking but I really like that blade but can't use it because of that...
    keep up the good work!
    1. kharneth
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      Thanks!

      It took my time decide wich side will be better, I was doubting about it. The current one likes me more in the end.

      But probably I'll use the model again in the future the other way as you said. 
    2. uluzolzefingz
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      Thanks for the reply, I'll be waiting then, have a great day!
  8. IronLordEXO
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    Me again, love all your Elven Weaponry mods! The rapiers one is going hard on my Bladesinger. Just curious, do you plan on making a short swords mod in the foreseeable future?
    1. kharneth
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      Thanks!

      I don't really it planned, but doesn't mean I don't end up adding some at some point
    2. IronLordEXO
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      I'll look forward to it if you do, I love short swords on rogues! :)
  9. crankypanda57
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    Any chance of getting an ice/Frost theme sword similar to the lightning one? Doesn't seem to be many ice themed weapons (especially swords) on here. Thanks!
    1. kharneth
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      Maybe in the future, Ice certainly seems underepresented in general. I have a ice theme rapier on my rapiers mod, it's not a sword but it's something at least.
    2. crankypanda57
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      Thanks for commenting, would definitely be keen to see that. I've been really enjoying your Elven mods.
  10. dudildo
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    I love your Elven Weaponry Series and was wondering, as these blades have the increased critical hit chance, would it not make sense to add this to the other weapons as well?. To highlight the superior craftmanship of elven weapons.
    Just a thought, and wish ;)
    1. kharneth
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      Well, yes and no... From my desing perspective Finesse is what all the weapons in the elven series have in common and then I add something that all the weapons of certain class have in common.

      But more important, balance wise add it to everything will make stack it too easy (It's still possible to stack it several times, but with the correct choices). Improved critical is set up in game to affect all attacks, not only attacking weapon. The passive of a particular weapon/s can be code to be only attacking weapon, of course, but isn't easy and also break the original desing of being stackable.
  11. IronLordEXO
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    Do the new weapons not work on ongoing saves? Just asking because I couldn't find the Moonranger Blade or Longbow in the specified location, only the Penumbral Armor after updating a campaign in progress. Thanks a bunch in advance, these mods have made Ranger really fun for me because the game is lacking in Dex based weaponry!
    1. kharneth
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      It's not really related to new campaing but how far you have explore before updating the mod.

      Loot in containers is set the moment an area load for the first time, if you have already reached the shadowlands before updating the mods the moonranger weapons won't appear

      The only solution (other than come back to a save before enter Act II) is use the tutorial chest in this case.
    2. IronLordEXO
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      Ahh, I see, that makes sense. Yeah I was already at Last Light Inn before installing the update. Pretty sure I still have an autosave in the Mountain Pass, so I'm golden. Thanks again!