Is it intended for a Bladesinger under the effects of Haste to be able to attack and cast a cantrip twice in a single turn, effectively gaining four total actions? It seems to work that way currently with this mod installed. And if you add Action Surge, it looks like you can get another attack and cantrip, for a total of six actions in one turn.
Apologies. It was the wrong mod. Some other mod printing just below yours doesn't have any identifier and printed things that looked similar to statuses/passives at first glance.
Out of interest - does this use the same approach (or similar) to Extra Attack Compatibility (EAC) ? i.e. overrriding ExtraAttack and adding checks for strings in SpellRoll?
Or another approach?
Is this going to be ported over to BG3 toolkit to be available for in-game mod manager?
I am messing around with the Toolkit and creating Booming Blade / Green Flame Blade - mostly for learning and my own interest - and was struggling with how to disable ExtraAttack for those cantrips.
That's part of what it does, yes. You can follow the documentation for EAC and it will behave the same with this mod... but you also don't need to, as it changes the default behaviour to not count cantrips as part of the attack action. That's the whole reason I created it.
(This mod was originally an optional file under Mirror Blade, my Green-Flame Blade variant.)
I'd be really interested to see how you achieved removing the cantrips as part of attack action? I'm trying to figure out how to achieve the same within the confines of the BG3 Toolkit.
> Is this going to be ported over to BG3 toolkit to be available for in-game mod manager?
Was just wondering if you were going to look at that at all
Hi, sorry for the inconvenience and for really broken english of mine. There could be a problem with this mod when playing in multiplayer? 'Cause me and a friend of mine couldn't connect to each other, and we both installed the mod. Any tips? Thx
This mod works just fine in multiplayer, as do >99.9% of all mods. (It would take real effort to make a mod that doesn't work in multiplayer - the game is always in multiplayer mode, even when you think you're in single player mode.)
All players have to have the exact same versions of the same mods, in the same load order.
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Edited: nevermind, Tenshy already answered it some comments below.
Or another approach?
Is this going to be ported over to BG3 toolkit to be available for in-game mod manager?
I am messing around with the Toolkit and creating Booming Blade / Green Flame Blade - mostly for learning and my own interest - and was struggling with how to disable ExtraAttack for those cantrips.
That's part of what it does, yes. You can follow the documentation for EAC and it will behave the same with this mod... but you also don't need to, as it changes the default behaviour to not count cantrips as part of the attack action. That's the whole reason I created it.
(This mod was originally an optional file under Mirror Blade, my Green-Flame Blade variant.)
I'd be really interested to see how you achieved removing the cantrips as part of attack action? I'm trying to figure out how to achieve the same within the confines of the BG3 Toolkit.
> Is this going to be ported over to BG3 toolkit to be available for in-game mod manager?
Was just wondering if you were going to look at that at all
That doesn't really have anything to do with this mod though. Shove as an Attack doesn't need any special treatment from other mods.
All players have to have the exact same versions of the same mods, in the same load order.
*solved*