-Quick Channel is sort of extra attack, but limited to non upcast channel after using upcast channel.
- Overchannel is similar to sharshooter and great weapon master, add extra damage at a roll penalty cost.
Both give 1 ASI point limited to intelligence, wisdom or charisma. Despite I think the feats are in the strong part of the feat list, I did it for two reasons: - Seens a bit unfair that non charisma (and one point charisma are mediocre feats) casters not have access to a one point main ability increase like martial classes. - The feats are good, but limited to only one weapon type, and a really limited one as there's only 10 of them.
In any case, I also added a optional remove ASI file for those who see it too strong.
1.2 Update
-Text corrections. As always, a HUGE thanks to skystryke468 for making it!
-Added VFX for blood offering.
-Update Forbidden Word requirements to make it require both, Forbidden Wand and blood offering. Previously it only relies on blood offering and you can unequip the wand and "fist punch cast it", very comical XD but not intended.
-Internal updates to ensure interaction with future features in nexts mods in the series.
1.3 Update
-Improved Icons
-Fixed Crafting, you should be able to customize equipped items.
-Fixed Ranged wands. They will work without issues now, with their basic attacks being replace by channel and channel (offhand). Only remaining issue (that probably can't be fixed) is that dual wielding them with HandXbows will mess up animations and attacks. I don't think many characters want to dual wield a crossbow and a wand, so this is really minor.
1.4 Update
-Thorn of Myrkul can now be also rewarded from Glut, if he is sovereing instead of Spaw.
Hello Kharneth, I'm loving the mod so far, it's incredible! Thank you so much for putting the effort on making it!
I have a question about two wands that you post on your thanks section, but I can't access them in the game, is it intended?
-Academy Training and Dueling wands models are from: "Harry's Wand" (https://skfb.ly/o7P9N) by Charlie Tinley is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
They are "hidden items" that can appear as random loot from the "bag of many things", from the Academy Robes. Many of my mods have some item like that.
Polearm master code doesn't look at weapon proficiency class to activate but either at the reach property or a specific tag in the weapon base root template. None of this has been, intentionally, added to wands.
Make sure the passive toggle is active. Also as it said it only applies to wand spells that have a ranged attack roll.
Edit:Let me guess, this is happen only with the new Dragon Breath wand? I just find a typo on the overchannell spell check for it. I'll fix it asp, thanks for pointing it.
Hi there! Love the mods. I currently have Wands, Daggers, Spears, Glaives, Handcrossbows and Longbows installed (in that order in my load order) and for some reason, some of the spears, glaives, daggers and wands are not appearing as weapons but rather in the helmet slot. I currently have them at the bottom of my load order (above TutChest) but still doing that same thing. Am I doing something wrong here?
I figured out what the issue was. I had forgotten that I also had your bladesinger mod, and underneath that was the TutChest for all your weapon mods. But obviously it needed to be below the weapon mods themselves. Moving it below them resolved the issue.
That's really weird, blade singer has nothing to do with the mods you mention. It only relaid on blades and just for using the singing blades and in any case a wrong load order will just create this issue with the singing blades.
Most likely your manager export a wrong load order before and when you export the new blade singer change it return to normal.
It was actually the tutorial chest mod you use for your weapons I believe. Once I moved that below the weapon mods, everything started to behave as it should. I just forgot I had it installed and it was in the wrong place
That have more sense, it can cause that issue if not loaded after main files. From your first post I thought you have it in the correct place but I supossed you were talking about the summon tutorial chest itself (that one order is irrelevant for my mods)
Hi! Im not sure if its your mod or another but, I'm wondering if you know what the Fire Infusion bottle is thats looted from Raphael? Its a legendary item shaped like the angelic potions and it can be combined with an item, im just not sure which! haha. Great mods by the way, Im using all the elven weapons in my playthroughs now
I really love the animations and design of these!! feels so much better than a staff to look at but it feels a bit to overpowered for me... any chance of a version of this that acts more as a replacer? :D
Make them count as attack is easy, and I played with the possibility when testing them.
But I ended up not liking it for two reasons; it was too strong for a free feature and more important that makes pure casters not the ideal class for wands but any class with extra attack, and that something I want to avoid.
Note that a sort of "extra attack" feature is already in the mod, but you need to pick the "Quick Channel" feat for that.
128 comments
Cheers!
1.1 Update
-This update adds two feats for wands.
-Quick Channel is sort of extra attack, but limited to non upcast channel after using upcast channel.
- Overchannel is similar to sharshooter and great weapon master, add extra damage at a roll penalty cost.
Both give 1 ASI point limited to intelligence, wisdom or charisma. Despite I think the feats are in the strong part of the feat list, I did it for two reasons:
- Seens a bit unfair that non charisma (and one point charisma are mediocre feats) casters not have access to a one point main ability increase like martial classes.
- The feats are good, but limited to only one weapon type, and a really limited one as there's only 10 of them.
In any case, I also added a optional remove ASI file for those who see it too strong.
1.2 Update
-Text corrections. As always, a HUGE thanks to skystryke468 for making it!
-Added VFX for blood offering.
-Update Forbidden Word requirements to make it require both, Forbidden Wand and blood offering. Previously it only relies on blood offering and you can unequip the wand and "fist punch cast it", very comical XD but not intended.
-Internal updates to ensure interaction with future features in nexts mods in the series.
1.3 Update
-Improved Icons
-Fixed Crafting, you should be able to customize equipped items.
-Fixed Ranged wands. They will work without issues now, with their basic attacks being replace by channel and channel (offhand).
Only remaining issue (that probably can't be fixed) is that dual wielding them with HandXbows will mess up animations and attacks. I don't think many characters want to dual wield a crossbow and a wand, so this is really minor.
1.4 Update
-Thorn of Myrkul can now be also rewarded from Glut, if he is sovereing instead of Spaw.
-New Psychic Wand with custom model and textures.
1.5 Update
-Text improved. Big thanks to aceofpie for it!
-For commodity of those using tutorial chest it will now spawn with both, melee and ranged versions of the wands.
-Minor fixes
-Two new wands.
Hotfix 1.5.1
-Fixed feats not working for Dragon Breath.
I have a question about two wands that you post on your thanks section, but I can't access them in the game, is it intended?
-Academy Training and Dueling wands models are from: "Harry's Wand" (https://skfb.ly/o7P9N) by Charlie Tinley is licensed under Creative
Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
They are "hidden items" that can appear as random loot from the "bag of many things", from the Academy Robes. Many of my mods have some item like that.
Polearm master code doesn't look at weapon proficiency class to activate but either at the reach property or a specific tag in the weapon base root template. None of this has been, intentionally, added to wands.
Edit:Let me guess, this is happen only with the new Dragon Breath wand? I just find a typo on the overchannell spell check for it. I'll fix it asp, thanks for pointing it.
Edit: Should be fixed in the just uploaded file.
Your must have some mod editing items, like rel generator, that shouldn't happen with those mods alone
Wizardry time! :D
Most likely your manager export a wrong load order before and when you export the new blade singer change it return to normal.
It's mine, but not from this mod. It's for Phoenix Armour:
The Legendary Phoenix set can be crafted from the rare one using Fire Infusion.
Also have in mind that loot in the world won't be added to maps that already have been loaded.
If loot isn't appearing even in the tutorial chest, you have some mod editing base game tresaure lists. Move items mods after any mod doing that.
Maybe would be hard to do tho since it would work with extra attack aswell right?
But I ended up not liking it for two reasons; it was too strong for a free feature and more important that makes pure casters not the ideal class for wands but any class with extra attack, and that something I want to avoid.
Note that a sort of "extra attack" feature is already in the mod, but you need to pick the "Quick Channel" feat for that.