Currently my mod only goes up to 12 with content up to 10, at this time i have no plans or interest in increasing it for the level curve mod perhaps when finished with the normal content i shall raise the level. but not at this time.
Currently my mod is incompatible with the Jedi knights mods and invocations expanded, i will be looking into fixes for these mods just not anytime soon.
bonjour j'ai une question étant novice dans le modding , doit je utiliser le impui patch 7 ou alors le patch 8 ? car nous somme sur la version 8 actuellement
Oh my God, this mod got updated! Gotta start another playthrough I guess. Aside from balance which I see is fixed now, I had one small problem, basic dress looked so good I wanted it as clothes not as armour. I actually learned to mod a bit to change that (total headache, tho worth it), so if you think you could add that to base mod it'd be awesome
yes they have been replaced with a custom resource.
this change was made due to extreme amounts of damage in one turn. on average i was hitting 300damage in one turn and a class on its own shouldn't go above 120, in an effort to make the mod more vanilla friendly i had drastically reduced the players damage capability. its not weak just not ridiculous like before.
Quick question, - is the effect 'falling despair' meant to benefit YOU? As of current version, it doesn't seem so. Any attacks directed towards me while this effect is active seems to be with advantage, which appears contrary to what its description states - that is, to supposedly 'offer advantage' to the entity affected.
Either the description is unclearly written or this effect isn't working properly. I'm unsure what the 'necrotic power' as stated does, either. For reference, my subclass is Phantom Strider.
Aside from that, I'm having quite some fun with this mod thus far, and I appreciate how active you seem to be responding to queries.
*Edit in addtion, the skill 'devour' doesn't seem to work approprietely - casting doesn't grant emptiness plasma.
also did you have emptiness plasma used? it only gives used units back in order to keep people from hoarding them
"RestoreResource(SELF,EmptynessPlasmaResource,1,0)" (ignore the misspell it was how i wrote it in the first iteration and actually insures that it stays separate from other mods from using the words together)
hey, is Jogo's Demise hard coded to only use certain animations? cause there is a certain bow from a certain mod in the official Larion mod page that has monk and magic animations instead and so this spell just forces me to stand still for a while before no animation plays and damage is delt. its super awkward and annoying. is there any way to make the spell use the any animation? I'm referring to this mod https://baldursgate3.game/mods#/m/aws-dimension-breaaaaker
its coded to use the attack animation for bows(hence why you need a bow equipped to use it), but im thinking about turning it into a bow summon for a turn that has the projectile skill attached(this way i can make it more "flaming" and insure issues like the one you encountered don't happen). im going to look into the extra mod your using and see what animations it changes, it might have changed or removed the bow animation. but i think ill work on the jogos remake either today or tomorrow.
@tekassassin9677 i would agree with you if it wasn't for the fact that my mod is one turning most bosses in the game on honour mode. i have been rebalancing for a few weeks now. its pretty ridiculous when you can do 40 free damage in one turn but i also suppose 4 spell slots and 4 possible saves on the enemies part is "fair".
to be honest BG3 is pretty easy even on the hardest modes i still find myself one to two turning bosses with vanilla class. but i had also noticed in DnD as a whole there seems to be a large skew in power towards classes that use magic and spell slots they just do more damage plain and simple.
hello, is there a way to get the sword and armor if you didn´t chosed it as your first class, like I started with another class but didn´t liked it so I installed yours and respected to it and liked it, so I wanted to know if it was possible.
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But getting black screen when trying to level above 12
this change was made due to extreme amounts of damage in one turn. on average i was hitting 300damage in one turn and a class on its own shouldn't go above 120, in an effort to make the mod more vanilla friendly i had drastically reduced the players damage capability. its not weak just not ridiculous like before.
Any attacks directed towards me while this effect is active seems to be with advantage, which appears contrary to what its description states - that is, to supposedly 'offer advantage' to the entity affected.
Either the description is unclearly written or this effect isn't working properly. I'm unsure what the 'necrotic power' as stated does, either.
For reference, my subclass is Phantom Strider.
Aside from that, I'm having quite some fun with this mod thus far, and I appreciate how active you seem to be responding to queries.
*Edit in addtion, the skill 'devour' doesn't seem to work approprietely - casting doesn't grant emptiness plasma.
"Advantage(AllSavingThrows);WeaponDamage(1d4,Necrotic);Advantage(AttackTarget)"
also did you have emptiness plasma used? it only gives used units back in order to keep people from hoarding them
"RestoreResource(SELF,EmptynessPlasmaResource,1,0)"
(ignore the misspell it was how i wrote it in the first iteration and actually insures that it stays separate from other mods from using the words together)
also good choice in secondary class my man.
i have been rebalancing for a few weeks now. its pretty ridiculous when you can do 40 free damage in one turn but i also suppose 4 spell slots and 4 possible saves on the enemies part is "fair".
to be honest BG3 is pretty easy even on the hardest modes i still find myself one to two turning bosses with vanilla class. but i had also noticed in DnD as a whole there seems to be a large skew in power towards classes that use magic and spell slots they just do more damage plain and simple.