I would like to say "Yes, i will think about it" but unfortunately i do not think i have the motivation to do that at the moment.
if i feel like modding fully again in the future, i will do this, but until then, i do not have the modding tools on my computer updated enough.
I apologise. There is likely another circlet somewhere in the game code that has the same model as the one you want, so i would recommend looking through this document: https://www.nexusmods.com/baldursgate3/mods/1303 and using the script extender console to spawn in various circlets from it until you find one you like.
Hi, loving the mod so far, but one thing I've found which seems like a bug is that the gloves which give an extra 1d6 psychic damage are counted as a damage source. This means they proc damage riders (like Agonizing Blast with EB) twice, which leads to insane damage which shouldn't be happening (especially in honour mode). Is this something you could fix?
If I remember correctly, I based the damage boost language on the Helldusk Gloves, I will take another look at my gauntlets when I get some time.
I do want my stuff to be powerful, but not any more broken than high end base-game stuff.
If you wouldn't mind, I would appreciate if you could provide any example(s) of basegame damage boosting gear which isn't counted as a damage source? that would be useful for me as a reference point for how I could write the language to not do that.
Hmm perhaps any of the elemental unarmed damage boosting gloves like Glove of Cinder and Sizzle, although Helldusk Gloves should be correct as well. Normally when I have the Helldusk Gloves (or anything that has a damage rider) equipped, it will actually show up in the list of damage when hovering over a weapon. The gloves from this mod do not do that, so there must be some difference with how they are coded I suppose.
Upon inspection, the only real difference between the helldusk gauntlets and mine is that helldusk have an additional line "data "Boosts" "CharacterWeaponDamage(1d6, Fire);CharacterUnarmedDamage(1d6, Necrotic)"" which makes the damage display on the weapon itself in the inventory (i assume)
The only reason i can think of why my damage has that interaction with eldritch blast is because it affects spells at all. I think it might be inherent to that condition. The helldusk gloves and the cinder gloves do not affect spells.
I could make it melee exclusive, but that might be controversial.
I was looking into it a bit and came across this article on bg3.wiki which talks about the different functions and how they interact with damage. It looks like the one you want for the gloves is DamageBonus(), which is what things like Callous Glow Ring use. I'm not sure what you've got at the moment, but it could be worth experimenting a bit with the different functions.
I will keep it in mind, but I have been staring at lsx files all day trying to update my other mod and now i am sick of it. I will come back to this another time.
Until then, i have removed the damage boost from spells
Wait, sorry if this is a dumb question and I'm misremembering but can't you kill Voss in act 1? Or even act 3 when he's at the brothel if you wanted? Why doesn't he drop those items then?
I so love this mod, it is a must-have for me. I wonder if it would be possible for it to spawn in the Tutorial chest in a bag/backpack called "Githyanki Armoury" or similar? It would be very much appreciated :D
I really appreciate the kind words, whenever I get them. It makes me happy when my mods reach their target audience.
As for the bag idea, I am open to doing it but my modding tools are all woefully out of date because I haven't modded in a while.
I have been considering getting back into it recently, so if I get my kit is back up and running, I will look into how to make my own storage containers and add stuff to them.
Ah, that's great news! I appreciate that this is something modders do in their free time for the benefit of others so I am very grateful that you want to. Thank you!
can you make the original psionic ward armor to have a knee pads too please? just like the rest of the gith armor you are making, i always find it weird how the original one doesn't have it, so if you don't mind i would be very grateful if you can do it :D
tho this is just a small request but i can understand if you don't want to do it
I will consider it for a future small mod perhaps.
Altering an already existing armour is a little bit out of the scope of this mod, especially since the balancing principles of this mod are different to the base-game gear. I just intend to add armours that are unusable in vanilla.
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if i feel like modding fully again in the future, i will do this, but until then, i do not have the modding tools on my computer updated enough.
I apologise. There is likely another circlet somewhere in the game code that has the same model as the one you want, so i would recommend looking through this document:
https://www.nexusmods.com/baldursgate3/mods/1303
and using the script extender console to spawn in various circlets from it until you find one you like.
I do want my stuff to be powerful, but not any more broken than high end base-game stuff.
If you wouldn't mind, I would appreciate if you could provide any example(s) of basegame damage boosting gear which isn't counted as a damage source? that would be useful for me as a reference point for how I could write the language to not do that.
"data "Boosts" "CharacterWeaponDamage(1d6, Fire);CharacterUnarmedDamage(1d6, Necrotic)""
which makes the damage display on the weapon itself in the inventory (i assume)
The only reason i can think of why my damage has that interaction with eldritch blast is because it affects spells at all. I think it might be inherent to that condition. The helldusk gloves and the cinder gloves do not affect spells.
I could make it melee exclusive, but that might be controversial.
Until then, i have removed the damage boost from spells
If you bring him to 0 hp in act 3, he just straight up disappears.
As for the bag idea, I am open to doing it but my modding tools are all woefully out of date because I haven't modded in a while.
I have been considering getting back into it recently, so if I get my kit is back up and running, I will look into how to make my own storage containers and add stuff to them.
i always find it weird how the original one doesn't have it, so if you don't mind i would be very grateful if you can do it :D
tho this is just a small request but i can understand if you don't want to do it
Altering an already existing armour is a little bit out of the scope of this mod, especially since the balancing principles of this mod are different to the base-game gear. I just intend to add armours that are unusable in vanilla.