Is anyone else having issues with this mod installed? I'm crashing every time I level up a class past level 2 and this is the only thing I can think of which would be causing that to happen. I've tried to disable and uninstall with no success :(
You likely have something modifying the same thing that this mod does. This mod does very minimum changes to the game which wouldn't cause CTD past level 2. Because all it does is edit the level 2 progression by adding the true statement to it. Everything else remains the same for vanilla.
Out of curiosity, is there anyway that you could explain/tell how to use this mod with Artificer or Blood Hunter class? I know that this mod affects the classes directly, but I was just wanting to know if there was a way we could give those both Level 2 feats as well! I really enjoy the work you've done on this, and no worries otherwise!
This mod doesn't modify Blood Hunter or Artificer mods as it only covers the vanilla content. A mod/patch would need to tweak the progression at level 2 and set the setting to True for feats for both of those. The other features this mod adds would require you to modify the core class for Artificer or Blood Hunter's classdescription.lsx file.
I can't seem to get this to work at all, im specifically trying to use the infinite compendium, i am using the Baldur's Gate 3 mod manager, adding the .Pak file to my mods folder, using the mod manager to export, alongside ImprovedUI and ModFixer. when i dont have ImprovedUI and ModFixer i just load into The Dark Urge surrounded by a bunch of naked characters, when i install ImprovedUI and MidFixer, i am able to get to the character creation screen but i only have the normal races the game provides. i am not very tech savvy and could use some help.
You likely have a mod overwriting ClassDescription.lsx or the vanilla level 2 progressions. This mod needs to be last in the load order to prevent that. Seeing alot of issues that are caused simply because it was overwritten by another mod.
Any chance of getting this updated? The Peerless Feat file doesn’t do anything for me.
I’ve been trying to implement the same thing, and having it _not_ work on multiclass is currently breaking my brain. So if you know how to get it to work properly … update would be appreciated :)
So I know this is the point but I would not recommended Wind Rider house rule on if your going to have like Ritual spells perma on as enhanced leap becomes unusable in combat while yes getting a free jump to ignore Difficult Terrain but if your starting in difficult Terrain you still only get a half jump area as the game would still show your normal jump range with out this house rule. while out of combat it allows you to jump feather with the Rituals spells on I think because it might be refilling your movement while not in turn base I know with enhanced leap longstrider and a Elixir of Hill Giant Strength on a Gonme was able to jump across the starting town(Grove?) map in one long jump but in combat was limited to only my 35ft movement range (17.5 while standing on DT) while enhanced leap should be giving me three times that. but with that much free movement its over kill so understand if this the price of free jumps is enhanced leap is useless in combat fair enough trade.
So I'm using the Pinnacle of Health part only and I've noticed that there appears to be a conflict with the no spell prep mod, is there any way to fix this? If I put the Pinnacle of Health mod after the no spell prep mod, it disables the no spell prep.
Hey know its a big ask but could you make a similar mod that gives feat eavry other level so 2 4 6 8 10 and 12. (Minus ones that already give it so just 2 6 and 10) My thanks for reading the comment and possible consideration of request.
@DungeonsAndSouls - am I right in guessing that this mod (for the Feat addition) only adds "<attribute id="AllowImprovement" type="bool" value="true"/>" to the progression table for level 2?
Here is an edited Infinitum Compendium.pak modfile which is adding Feats to levels 6 and 10, on top of the already 2, 8 and 12 we get naturally and from this mod - https://easyupload.io/sfil9n
This is built on top of DungeonsAndSouls work so all credit goes to them, I just did some simple copy-paste work between the base Progression file and their modded Progression file. If you wish to add this as an optional file to this mod, its all yours.
Please note that this hasnt been thoroughly tested with all classes from 2 to 12 - but seeing as it only adds the "AllowImprovement" (ie the Feats choice) lines to the levels of all the classes, it should work just fine.
With the Peerless Feat mod, when you reach second level in a multiclass you get another free feat (so for me, 2 Paladin/2 Sorcerer is two free feats). Would it be possible to tie this to character level instead of class level?
Not a perfect solution but I worked around this by uninstalling the mod before my multiclass got to level 2. Does mean that you'll have to reinstall later if you need to respec though
Suggestion: would it be possible to make it so that jump behaves as in Vanilla, but instead of costing a Bonus Action have it have a Per Turn cooldown? With the current behavior, characters can potentially jump farther when playing in real time exploration than in turn based mode, if they have enough Strength, have the Athlete feat or are under any effect that increases their jumping distance beyond their movement.
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I’ve been trying to implement the same thing, and having it _not_ work on multiclass is currently breaking my brain. So if you know how to get it to work properly … update would be appreciated :)
So I'm using the Pinnacle of Health part only and I've noticed that there appears to be a conflict with the no spell prep mod, is there any way to fix this? If I put the Pinnacle of Health mod after the no spell prep mod, it disables the no spell prep.
Thanks!
This is built on top of DungeonsAndSouls work so all credit goes to them, I just did some simple copy-paste work between the base Progression file and their modded Progression file. If you wish to add this as an optional file to this mod, its all yours.
Please note that this hasnt been thoroughly tested with all classes from 2 to 12 - but seeing as it only adds the "AllowImprovement" (ie the Feats choice) lines to the levels of all the classes, it should work just fine.
With the current behavior, characters can potentially jump farther when playing in real time exploration than in turn based mode, if they have enough Strength, have the Athlete feat or are under any effect that increases their jumping distance beyond their movement.