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, no need to store them or anything) and save your game -Install the new version (just overwrite old one) -Load, you can reequip 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.
There isn't a lot of changes this time, mostly fixed text and add icons and a couple of fixes/rework:
- As always, a big thanks to skystryke468 for their corrections of the flavor texts.
-Added icons for passives (skills already had icons here)
-Fixed a "visual" bug (blame Larian, I copy/paste this one :P) with "Faerie Blessing" in wich ST was trigger with all attacks, not just ranged (It's visual because a failed ST without the bow didn't trigger faerie fire, as it didn't fulfill the second criteria of deal damage with the bow). Now the game properly check firts if the bow was used for the attack and only after that triggers the ST.
-Fixed "Veteran Hunter" giving advantage to all attacks, not just ranged. Now it proper gives advantage to just ranged attacks, that was the original intention.
-Remove "Forest Sentinel" and "Ambush" on Faerie Longbow for overlapping too much with elven armors and replace with "Forest Ambush" wich deals additional damage to surprised targets (That way it also feels more thematic, I think)
That's all for now, enjoy!
Update 1/1/24 Version 1.2
-Change some extra damage formulas, it should respect the honour mode damage overrides.
-Move "Deadly Shot" to normal "proficiency with this weapon" section. It's common to all so it doesn't have much sense have it separate. Also add some VFX to it.
-Change "quick fire" and "quiver of anariel" to once per combat. Added VFX to quiver of anariel.
-Remove "is able to attack" restriction on bracer, as it doesn't account for extra attacks and free attacks as a source of attacks.
-Add a bow icon to the crate.
-Add "lightning shot" to the true joltshooter to make it more different from the base game version. It's really powerfull attack, but long rest limited and require spell slots (True is, I create it for the shortbows but thinks that such a strong shot doesn't fit the concept i'm giving them. But it was done so i decide to put it somewhere XD)
Update 1.3
-Edited models to remove spikes (see screenshot). Old look for those who like it more can be apply back using the Elven Smithing Tool.
This models have been released as a separate mod too for those who want to change base game bows. Have in mind that using the mod will make imposible to change to the base game look with the elven smithing tool.
-Edit description of "Piercing" on Taulmaril.
Update 1.4
-Improved Icons
-Fixed crafting, now you can customize equipped items.
-New Longbow, with custom model and textures. The new model can be make dyable using the Elven Smithing Tool (It isn't dyable by default as it default texturtes are much better in my opinion).
-Update "Remove Keen Eye" optional file to acount for the new bow. It also has been change mechanically, so future updates on the mod/bow doesn't require to update it.
Update 1.5
-New quivers in all rarity tiers using instrument slot. They can be customized to be dyable using the elven smithing tool.
-They mostly work fine with bards, I manage to make them stop "playing the quiver" and use whistling (although, it was funny 🤣). The only issue is that the quiver hides when a bard cast/perform (that can't be avoided, as the game automatically hides the instrument slot in those situations)
-Quiver of Anariel have been renamed to "Silver shot" and remove from Taulmaril to be added to, you can guess, Quiver of Anariel. In exchange, Taulmaril get a buff when using alongside Quiver of Anariel.
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
I find the "Faerie Blessing" from the Faerie Elven Longbow to be way too strong for an uncommon bow that's obtained that early. It's so strong that I found myself using it over the Moonranger Longbow and even the Slayer Elven Longbow because the Faerie Fire effect seemed to activate very often. I personally never found the Keen Eye ability to be overpowered at all, but having access to this ability so early on is quite overpowered.
I ended up just removing "Faerie Blessing" from the bow on my own, and it feels much more balanced overall now. Just wanted to provide some feedback. All in all though, this is an excellent mod and I love all the new models you've brought into this game, as well as removing the ugly spikes. Many of the bows in this are interesting and I am trying to use the rest of them as well. Thanks for making this!
Can't make it works properly. When I try to change the Longbow specifically in the Elven Smithing Tool, it keeps showing the "Invalid Combination" message, even with it unequipped.
Otherwise, I can use it properly in the quivers, making them dyable. Could someone help with this?
For wich longbow? Only the ones that have spikes originally in the base game can be combine with the smithing kit to make them have spikes again. The moonranger longbow can be combine to make it dyable. Others that doesn't have spikes in the base game, like normal ones or taulmaril, don't have any combiantion
I tested first with the most basic longbow, which is sold by Damon in Emerald Grove. After, I tested with others, the special ones, and it also didn't work.
I'm trying to make them dyable, i don't care that much for the spikes. I'm trying to combine them unequipped with the Elven Smithing Tool.
Hi there! I was wondering if your mod might possibly have some conflicts with this mod here: https://www.nexusmods.com/baldursgate3/mods/14047
I have been using your mod with no issues, but when I downloaded the above mod, I am suddenly unable to level up at all without my game crashing or hard locking (requiring a complete restart of my laptop). I do not use a lot of mods, and the only possible conflict I can think of is possibly one between these two mods. I was wondering if you could take a quick glance at that mod to see if that might be the issue?
Thank you so much for all your hard work! I truly love this mod!
Quiver works for every race/body. Make sure you are using the quiver for the musical instrument slot from this mod and no a quiver for the cloak slot from other of my mods.
And make sure musical instrument isn't set to hide on your inventory.
Loot in the game is set the first time an area load, for this one that means having 1.6.1 before enter act I (or before enter underdark, not sure if underdark loads on its own)
Judging by your post time and your 1.6.1 download time, I don't think your save is on the proper place for it to load.
I realized the problem. my 1.6.1 download time was cause i manually downloaded it to check for any readme files. the collection i'm using has an older version.
Hello, i would like to know if you could explain where i could find the ShadowBow please ? I have been running arround in all the underdark, looked for all the circles, mushroom ones then the other at the myconid colony, nothing. Could you please indicate better where to find this bow, the description of its location is extremely vague and after 3 hours running arround everywhere i couldn't find it. Also, i never found any mention of a "faerie ring" in the underdark. Thank you very much and awesome work for your mods !!
There's a faerie ring with a corpse in the midddle (a faerie ring is a mushroom circle) it's close to the magic tower entrance, betweem it and the hag lair underdark entrance.
Also have in mind that you need the mod being installed before enter the underdark for the first time for loot to apppear.
Hi again ! Thanks for the answer! I've been thinking it would be the drow corpse just under the mushrooms but there is literrally nothing beside this on his body https://i.ibb.co/KKgbPLp/1735308746-image-2024-12-27-151218279.png
Here is a picture of what i find in there. I have installed the mod before starting my playthrough so the issue doesn't come from this
If this is the body you were hinting to at least, because i can find no corpse else than this one beside skeletons here and there and they are empty aswell
Well for me the link works just well enough, it show the drow corpse loot. He has a book, an armor and a crossbow.
I'am 100% sure, i've installed the mod even before starting the playthrough so yeah, other longbows appear but this one seems to be missing, i almost lost it looking for it. Here is the image on another link : https://image.noelshack.com/fichiers/2024/52/5/1735321529-1735308746-image-2024-12-27-151218279.png
Thanks ! Still do not find that corpse ... the faerie circles on that place are empty, there are no corpses at all. Could you please provide a picture of that body ? Or the abscissa and ordinate to find it please ? I've been looking for it for 2 days and i do not find it. The only other mod that i have that add things to the world is Extra encouters + bosses, but i doubt that this is due to a conflict.
I recently installed this mod as well, before starting a new playthrough, got to the Underdark and also couldn't find this corpse in a faerie ring that should have the Shadowbow, so, after doing everything in the Underdark, I just cheated the bow in with Cheat Engine. So, either the body that contains the bow doesn't exist, or it is really well hidden, or there might be a mod conflict. Anyway, if you still can't find the bow, just cheat it in xD
Going crazy trying to find this corpse. I don't think it here for some reason. Would it be possible to add the UUID code to spawn in with BG3SE. Thank you. Also, If someone can provide a photo of the corpse so we know for sure we a looking in the right locations. Great Mod btw, loving the bows in act 1.
Hey mate, just wanna say this corpse does NOT exist, been trying to find it for so long, the only way to get it i believe is by using the console command.
Is Deadly Shot meant to be "per turn" rather than per combat? Just seems incredibly strong to not use every turn for something that only costs action + bonus action.
If you can’t I understand, busy busy. I made it for a character in one of the campaigns I dmed for. Apex Hunters Bow +3 longbow 1d8+1-4 force damage You may as a free action once per round target an enemy within your bows range as your prey(hunters mark) attacks on that enemy have advantage and attacks on others have disadvantage. On a critical hit with this bow you deal an additional 1d8 force damage per proficiency and gain Void Hunters Mantle.(Umbral Shroud).
Thanks once again for the awesome mod and the help you already provided editing it!
I would like to know, if there could be any way to make the quiver as the instrument slot float when I put on a cape. It seems to me that a cape adds a ‘space’ buffer to prevent clipping. If that’s the case, is it then possible to make a quiverfriendly cape, that uses a smaller buffer? Or is the problem more complicated?
I didn't find a solution for that yet. That's is a base gamer beahviour the moment you equip a cloak, in theory to prevent clipping. It's just more noticiable with instruments.
182 comments
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, no need to store them or anything) and save your game
-Install the new version (just overwrite old one)
-Load, you can reequip 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.
There isn't a lot of changes this time, mostly fixed text and add icons and a couple of fixes/rework:
- As always, a big thanks to skystryke468 for their corrections of the flavor texts.
-Added icons for passives (skills already had icons here)
-Fixed a "visual" bug (blame Larian, I copy/paste this one :P) with "Faerie Blessing" in wich ST was trigger with all attacks, not just ranged (It's visual because a failed ST without the bow didn't trigger faerie fire, as it didn't fulfill the second criteria of deal damage with the bow).
Now the game properly check firts if the bow was used for the attack and only after that triggers the ST.
-Fixed "Veteran Hunter" giving advantage to all attacks, not just ranged. Now it proper gives advantage to just ranged attacks, that was the original intention.
-Remove "Forest Sentinel" and "Ambush" on Faerie Longbow for overlapping too much with elven armors and replace with "Forest Ambush" wich deals additional damage to surprised targets (That way it also feels more thematic, I think)
That's all for now, enjoy!
Update 1/1/24 Version 1.2
-Change some extra damage formulas, it should respect the honour mode damage overrides.
-Move "Deadly Shot" to normal "proficiency with this weapon" section. It's common to all so it doesn't have much sense have it separate. Also add some VFX to it.
-Change "quick fire" and "quiver of anariel" to once per combat. Added VFX to quiver of anariel.
-Remove "is able to attack" restriction on bracer, as it doesn't account for extra attacks and free attacks as a source of attacks.
-Add a bow icon to the crate.
-Add "lightning shot" to the true joltshooter to make it more different from the base game version. It's really powerfull attack, but long rest limited and require spell slots (True is, I create it for the shortbows but thinks that such a strong shot doesn't fit the concept i'm giving them. But it was done so i decide to put it somewhere XD)
Update 1.3
-Edited models to remove spikes (see screenshot). Old look for those who like it more can be apply back using the Elven Smithing Tool.
This models have been released as a separate mod too for those who want to change base game bows. Have in mind that using the mod will make imposible to change to the base game look with the elven smithing tool.
-Edit description of "Piercing" on Taulmaril.
Update 1.4
-Improved Icons
-Fixed crafting, now you can customize equipped items.
-New Longbow, with custom model and textures.
The new model can be make dyable using the Elven Smithing Tool (It isn't dyable by default as it default texturtes are much better in my opinion).
-Update "Remove Keen Eye" optional file to acount for the new bow. It also has been change mechanically, so future updates on the mod/bow doesn't require to update it.
Update 1.5
-New quivers in all rarity tiers using instrument slot. They can be customized to be dyable using the elven smithing tool.
-They mostly work fine with bards, I manage to make them stop "playing the quiver" and use whistling (although, it was funny 🤣). The only issue is that the quiver hides when a bard cast/perform (that can't be avoided, as the game automatically hides the instrument slot in those situations)
-Quiver of Anariel have been renamed to "Silver shot" and remove from Taulmaril to be added to, you can guess, Quiver of Anariel. In exchange, Taulmaril get a buff when using alongside Quiver of Anariel.
Update 1.6
-Text improved. Big thanks to aceofpie for it!
-Some minor code updates (no changes, just internal reorganization mostly for myself).
-New Bow
-Common bow can randomly spawn with an alternative skin, this is mostly for a future mod use.
Hotfix 1.6.1
-Change Shadow Bow location as it was causing issues.
During the last few weeks, I’ve tested the weaponry mods with the latest dev version, and everything should be working fine.
That said, the weaponry series currently has more than 400 items, maybe even more than 500 (I don’t have the exact count for all the hidden items), all of them with custom passives and statuses. So while the mods as a whole should work, it’s not out of the question that something specific, like a passive or another feature, might break. If you find anything like that, just report it.
Also, remember that all mods here, and all mods you were using prior to Patch 7, will be considered third-party mods by the in-game MM. You will see a warning triangle near them, and the game will ask if you are sure about enabling them when loading your save. They work properly; it’s just how the in-game MM treats them.
I ended up just removing "Faerie Blessing" from the bow on my own, and it feels much more balanced overall now. Just wanted to provide some feedback. All in all though, this is an excellent mod and I love all the new models you've brought into this game, as well as removing the ugly spikes. Many of the bows in this are interesting and I am trying to use the rest of them as well. Thanks for making this!
Otherwise, I can use it properly in the quivers, making them dyable. Could someone help with this?
I tested first with the most basic longbow, which is sold by Damon in Emerald Grove. After, I tested with others, the special ones, and it also didn't work.
I'm trying to make them dyable, i don't care that much for the spikes. I'm trying to combine them unequipped with the Elven Smithing Tool.
I have been using your mod with no issues, but when I downloaded the above mod, I am suddenly unable to level up at all without my game crashing or hard locking (requiring a complete restart of my laptop). I do not use a lot of mods, and the only possible conflict I can think of is possibly one between these two mods. I was wondering if you could take a quick glance at that mod to see if that might be the issue?
Thank you so much for all your hard work! I truly love this mod!
And make sure musical instrument isn't set to hide on your inventory.
Judging by your post time and your 1.6.1 download time, I don't think your save is on the proper place for it to load.
I have been running arround in all the underdark, looked for all the circles, mushroom ones then the other at the myconid colony, nothing.
Could you please indicate better where to find this bow, the description of its location is extremely vague and after 3 hours running arround everywhere i couldn't find it.
Also, i never found any mention of a "faerie ring" in the underdark.
Thank you very much and awesome work for your mods !!
Also have in mind that you need the mod being installed before enter the underdark for the first time for loot to apppear.
Thanks for the answer! I've been thinking it would be the drow corpse just under the mushrooms but there is literrally nothing beside this on his body https://i.ibb.co/KKgbPLp/1735308746-image-2024-12-27-151218279.png
Here is a picture of what i find in there.
I have installed the mod before starting my playthrough so the issue doesn't come from this
If this is the body you were hinting to at least, because i can find no corpse else than this one beside skeletons here and there and they are empty aswell
I'am 100% sure, i've installed the mod even before starting the playthrough so yeah, other longbows appear but this one seems to be missing, i almost lost it looking for it.
Here is the image on another link : https://image.noelshack.com/fichiers/2024/52/5/1735321529-1735308746-image-2024-12-27-151218279.png
Still do not find that corpse ... the faerie circles on that place are empty, there are no corpses at all.
Could you please provide a picture of that body ? Or the abscissa and ordinate to find it please ?
I've been looking for it for 2 days and i do not find it.
The only other mod that i have that add things to the world is Extra encouters + bosses, but i doubt that this is due to a conflict.
https://image.noelshack.com/fichiers/2024/52/6/1735390863-image-2024-12-28-140059128.jpg
https://image.noelshack.com/fichiers/2024/52/6/1735390892-image-2024-12-28-140127746.jpg
https://image.noelshack.com/fichiers/2024/52/6/1735390950-image-2024-12-28-140225652.jpg
Espero não estar quebrando alguma regra.
https://www.nexusmods.com/baldursgate3/mods/14739/?tab=description
Mod but I’m sure it’s difficult
Apex Hunters Bow
+3 longbow 1d8+1-4 force damage
You may as a free action once per round target an enemy within your bows range as your prey(hunters mark) attacks on that enemy have advantage and attacks on others have disadvantage.
On a critical hit with this bow you deal an additional 1d8 force damage per proficiency and gain Void Hunters Mantle.(Umbral Shroud).
Thanks once again for the awesome mod and the help you already provided editing it!
I would like to know, if there could be any way to make the quiver as the instrument slot float when I put on a cape. It seems to me that a cape adds a ‘space’ buffer to prevent clipping. If that’s the case, is it then possible to make a quiverfriendly cape, that uses a smaller buffer? Or is the problem more complicated?
Kind regards
Martin
I didn't find a solution for that yet. That's is a base gamer beahviour the moment you equip a cloak, in theory to prevent clipping. It's just more noticiable with instruments.