Please message your random questions, requests and complaints instead of picking a random mod to comment on. Too many unrelated comments across my mods, some barely qualifying as comments. I have many messages and requests, I will try to get to them in due time.
Do potions and feats work regardless of class or do they have to be consistent? (I would like to get some charges of channel divinity on the sorcerer to take advantage of the other mod that allows you to unlock passives for other classes)
i manually install mods because im on linux, mod manager does not work, and there is no json file, so i can't get the uuid etc, can you post that plz ? or add the json ?
Thank you for the mod, and I am really enjoying in the current play. If you are ok, I want to modify every turn restoration to every combat for my personal use. Can you tell me how can I change it? I am not sure replacement of "onturn" to "oncombat" works in the mod file.
In that specific case (assuming I'm understanding you correctly, and you only want the resources restored at the start of combat instead of every turn), you might just wanna use Configurable spell slots and co regeneration - works with all modded resources, since you can separately configure it to fully restore at the start of combat, the end of combat, at level-up, and/or after a short rest.
(I'm not the creator of either this mod or the one I linked...just saw this comment while coming here, since I need more restoration, and figured I'd point it out)
I wonder if there would be an all-in-one version of the feat, meaning choosing one feat to get all thing done and there would be more charges to be added like the lucky points or the war cleric charges if possible, wish there to be a version when modded 7,8,9 spell slots can also be recovered
Might be a load order thing since I'm using short rest restores spell slots, ill edit this if that's actually the cause
Potion Ver: When you have any type of Temp hp, the potion of Bardic Inspiration passive won't be applied, if you have it already applied and gain any type of temp hp the passive gets removed, This is only an issue with the potion version. You should also put a disclaimer about the potions You cannot uninstall mid gameplay if you already consumed a potion else the savefile just crashes.
The Feats version works fine with temp shields and you can safely uninstall mid gameplay it just removes the passive.
Right, I only wanted the Feats one... but it's supposed to show up in the tutorial chest, and it's not.
I'm noob-ish with the BG3 mods, and am aware that load order is generally the cause of stuff not showing, so was asking if your mod should be above or below the tut chest summoning mod for it to show?
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(I'm not the creator of either this mod or the one I linked...just saw this comment while coming here, since I need more restoration, and figured I'd point it out)
and there would be more charges to be added like the lucky points or the war cleric charges
if possible, wish there to be a version when modded 7,8,9 spell slots can also be recovered
Edit: Bardic inspiration is unaffected atmMight be a load order thing since I'm using short rest restores spell slots, ill edit this if that's actually the causePotion Ver: When you have any type of Temp hp, the potion of Bardic Inspiration passive won't be applied, if you have it already applied and gain any type of temp hp the passive gets removed, This is only an issue with the potion version. You should also put a disclaimer about the potions You cannot uninstall mid gameplay if you already consumed a potion else the savefile just crashes.
The Feats version works fine with temp shields and you can safely uninstall mid gameplay it just removes the passive.
I have after, currently, and isn't showing up.
I'm noob-ish with the BG3 mods, and am aware that load order is generally the cause of stuff not showing, so was asking if your mod should be above or below the tut chest summoning mod for it to show?
If you download the potion one, they'll show up in the tutorial chest and you won't have the feat