I am open to any subclass patch requests so long as the author grants me permission so please submit any requests to this post and any bugs or issues you might find to the bugs section!
Would you be interested in making a compatibility patch for Diamon's Mystic Manual - FIghter Subclasses. https://www.nexusmods.com/baldursgate3/mods/1599
They're homebrew subclasses so you'd have to handpick exploits that would work for the 3 subclasses in the mod but it would be amazing if you could manage that! Love your mod and I really appreciate the work you've done to make it!
Dumb request but could you make a Eldritchknight spell list -> to arcane knight spell list?
i have spell list combiner, pf2e spells and homebrew spells, but the spells dont show up on the arcane knight (im thinking because its no longer an eldritch knight so the spells are being added to a non-existent subclass's spell list)
I can look into it but changing things about alternate fighter is a little outside my scope and I'm not 100% how easy that is. But I can certainly give it a shot. So what you want is jsut for the AF Arcane Knight to use the existing Eldritch Knight spell list? So not a new custom list or anything yeah?
I really can't seem to get this working properly. When I hit level 3 I only see the alternate fighter subclasses. Mods are all up to date. I pulled out all my other mods to see if anything was affecting it, but no luck. Other subclasses work fine for other classes, so I ruled out compatibility framework. My SE version is 12. Am I missing something?
My load order now is: 0 CommunityLibrary 1 ImprovedUI 2 ExtraAttackCompatibility 3 The Level 3 Express 4 BU_Lib 5 Bu_Laserllama 6 ArcanArcher5e with EverReady Shot 7 SB_ArcaneArcher 8 CompatibilityFramework
Yeah I've just tested this with BG3MM and Vortex using the load order you show here and every variation I could think of like removing mod fixer and Improved ui assets and every single time level 3 fighter got to choose Arcane Archer so I don't know how to troubleshoot if I can't replicate. Is your BG3 at least on Patch 5?
The thing that keeps throwing me is, is ImprovedUI actually in your load order? It always shows in the override section at the bottom instead for me so I'm wondering if something happened there that's causing it.
Yes I have ImprovedUI in the override section with modfixer. They where imported from a mod archive I created though. Might delete them and do a fresh install to see if that helps.
Welp. It must have been compatibility framework somehow. They released an update yesterday for it. I downloaded it today and now everything is working. Just happy I can add this to my modlist now!
So none of the subclasses progressions affect Exploit Dice, do you have BU_Lib active above the rest of the mods? Because all the exploit die gains are done by that and all subclasses are gaining and using exploits on my end. Also you should get exploit dice at level 2 before you even select a subclass. For that matter you have Alternate Fighter installed yeah?
So, I went and played around with my load order - apparently one of my mods was interfering, but moving it to the bottom fixed things. No idea which one. One of the drawbacks of, uh, too many mods!
I was doing some testing with Samurai Shogun (Buffed XGE 5e Samurai) but I don't think it is fully working it just seems Iaijutsu Strike doesn't show at level 3 and Strength Before Death doesn't show at 10. Other then that tho everything works normal. I don't know if its just load order or not i have the alt fighter samurai patch after both the samurai and shogun buff I am not sure if I am only supposed to put it after the samurai then have the shogun after the alt fighter samurai patch.
I only did the base samurai not the buffed one so it'll be missing the progression for anything that's different from base I can definitely put a Shogun one out this afternoon though not sure how I overlooked it!
Samurai Shogun patch is released. It should just overwrite the other one when you unpack it and it has all the same identifiers so the game shouldn't give any issues about missing mods. You probably need to respec if you're already lvl 3 but it should all work!
Thank you for asking. No you only need one or the other for any class I have multiple patches for. I've updated the download descriptions accordingly! And yes if you're using the Shogun Mod you only need the Shogun Patch!
I'm pretty much open to any fighter subclass as long as the original authors give permission. The only issue is rune knight seems to have a few issues with skills not working properly or at all and I don't even know if it works with recent patches. Also the author has at least temporarily stepped away from modding for personal reasons so I'm not sure about that one if it needs a lot of work to update and everything.
And samurai's author has also stepped away and it apparently doesn't work with patch 5 so if it's a relatively simple thing to fix then I can try but I'm very new to modding so I don't want to commit to updating and maintaining an entire subclass just yet. Also are you looking for the regular or buffed version?
Brute I'll have to make my own Exploit list if you have any suggestions.
My initial brute thoughts are level 2: Commanding Presence and Ruthless Strike, just being this hulking intimidating brute and striking as hard as you can whenever you can both fit really well.
Level 5: Concussive Blow and Rending Strike, just hitting hard enough that the enemy is either completely shaken or their armour is actually damaged
Level 9: Disorienting Blow, again this subclass is all about hitting the enemy as hard as you can and it seems to fit well.
About Rune Knight The author seems to allow you to modify your files Upload permission You can upload this file to other sites but you must credit me as the creator of the file Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
About Rune Knight I'm aware the original author allows anyone to edit it but I wanted to use the already fixed version that someone posted and so I was waiting for them to confirm they're ok with me patching which they just did and it will be up momentarily.
In regards to the Samurai the second one of those is the 5e Fighter Subclass and I have done a patch for it, the first one is a full class homebrew based on Final Fantasy and is entirely unrelated to anything to do with fighters or these patches.
54 comments
https://www.nexusmods.com/baldursgate3/mods/6831?tab=posts&BH=1
https://www.nexusmods.com/baldursgate3/mods/1599
They're homebrew subclasses so you'd have to handpick exploits that would work for the 3 subclasses in the mod but it would be amazing if you could manage that! Love your mod and I really appreciate the work you've done to make it!
Can you make it compatible?
I haven't checked the other compatible classes yet
But I thought I’d install everything at once and choose who I liked the most
I decided to start a warrior from a bunch of mod classes and subclasses
i have spell list combiner, pf2e spells and homebrew spells, but the spells dont show up on the arcane knight (im thinking because its no longer an eldritch knight so the spells are being added to a non-existent subclass's spell list)
I really can't seem to get this working properly. When I hit level 3 I only see the alternate fighter subclasses. Mods are all up to date. I pulled out all my other mods to see if anything was affecting it, but no luck. Other subclasses work fine for other classes, so I ruled out compatibility framework. My SE version is 12. Am I missing something?
My load order now is:
0 CommunityLibrary
1 ImprovedUI
2 ExtraAttackCompatibility
3 The Level 3 Express
4 BU_Lib
5 Bu_Laserllama
6 ArcanArcher5e with EverReady Shot
7 SB_ArcaneArcher
8 CompatibilityFramework
What about samurai, rune knight, and brute?
I think brute does not have an alternate version from laserllama though.
And samurai's author has also stepped away and it apparently doesn't work with patch 5 so if it's a relatively simple thing to fix then I can try but I'm very new to modding so I don't want to commit to updating and maintaining an entire subclass just yet. Also are you looking for the regular or buffed version?
Brute I'll have to make my own Exploit list if you have any suggestions.
My initial brute thoughts are level 2: Commanding Presence and Ruthless Strike, just being this hulking intimidating brute and striking as hard as you can whenever you can both fit really well.
Level 5: Concussive Blow and Rending Strike, just hitting hard enough that the enemy is either completely shaken or their armour is actually damaged
Level 9: Disorienting Blow, again this subclass is all about hitting the enemy as hard as you can and it seems to fit well.
Any thoughts or changes you'd want there?
https://www.nexusmods.com/baldursgate3/mods/4117 fixes
I hope this helps in some way
The author seems to allow you to modify your files
Upload permission You can upload this file to other sites but you must credit me as the creator of the file
Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
https://www.nexusmods.com/baldursgate3/mods/2340
https://www.nexusmods.com/baldursgate3/mods/2245
In regards to the Samurai the second one of those is the 5e Fighter Subclass and I have done a patch for it, the first one is a full class homebrew based on Final Fantasy and is entirely unrelated to anything to do with fighters or these patches.