Interesting, but... 1)why set odd characteristic values when this extra point does not affect attack and characterization rolls, does not add an extra spell that can be prepared, does not stack with other items because of the high value and actually remains purely for decoration. One thing about BG2, there those fractional values affected anything at all. Not here. So why put the strength at 25 when it would be just as useful as 24? 2)why add some useless type of damage, like this: 1)non-disable radiant that turns weapons into garbage, it's worth running into an opponent reflecting this type of damage twice as much 2)necrotic, to which all undead are at least resistant, if not immune. 3)thunder, cold, lightning, which also does not work everywhere and not on everything. 4)fire and psychic, to which some of the opponents are also immune or resistant. Why not add power damage, which at least will be useful and works everywhere and anywhere? 3)Why all the lighting effects that will be IMPOSSIBLE to hide with, as it illuminates the wearer and anyone will see wearer? 4)Thunderwave in a 3m radius sounds cool, but not when it hits allies and teammates and all objects around, which happens half the time when this thing is thrown at something.
1) Because it's based on item that actual exists in DnD 5e, the Hammer of Thunderbolts, that recquire you to have a belt of giant strength equipped, i chose to flavor it as having the Belt of Fire Giant Strength cuz its one of the giant strength effects that is not present in the game.
2) I genuinely do not understand what you're saying, its not a useless type of damage, it's flavored around Tempest Clerics and only adds Thunder Damage and Thunder Damage actions, it's named a Hammer of THUNDERBOLTS for a reason, it's based around thunder because i wanted some variety for Tempest Clerics that are usually focused on Lightning One Shot builds.
3) Is cosmetic only and comes from the Kareska's Bone-Shaking Thunder effect, if you don't want it to glow don't activate it, but it's not actual light effect like the Gontr Mael or the Nyrulna.
4) It's on jump only exactly like the Hamarhraft, and you can deactivate it on the hotbar, it does not activate on throw, the weapon isn't a thrown weapon, so it seems you're complaining without having even played with the weapon in the first place.
And this ability is hidden elsewhere and it doesn't work there extra damage on a throw. This property is described in _merged.lsf.lsx, while the passive actually contains only text
it's working for me, but i got ppl saying that it isn't working for them, so i can't say for sure if it'll work for you or if it'll conflict with something
Okay thank you! I had to delete all my mod and start fresh b/c it was was causing my frames to slow then crashed the game. Might re-add this to see if it works
the "CromFaeyrLegendaryMaul" file is the 1.0 version without the strength passive, the tooltips are a bit wonky in comparison to the up-to-date version but it's essentialy what you want
The mods you can find on a comment below, as for the specifics:
Ondrei 2 Head Scar 5 Max Freckles at 30% intensitiy Skin Color ASTRL Fey'ri 01 Vasnelle Hair 02 DB Pthalo color Totemic Throat tattoo in Teal 1 J Colovian Fangs piercings Makeup 9 on teal 4 65% intensity, 100% Metalic and Glossy Lip Tint on Brown 2 50% intensity 15% metallic and 35% Glossy Right eye White 1 100% blindness on right eye Left Eye Sapphire 4
32 comments
1)why set odd characteristic values when this extra point does not affect attack and characterization rolls, does not add an extra spell that can be prepared, does not stack with other items because of the high value and actually remains purely for decoration. One thing about BG2, there those fractional values affected anything at all. Not here. So why put the strength at 25 when it would be just as useful as 24?
2)why add some useless type of damage, like this:
1)non-disable radiant that turns weapons into garbage, it's worth running into an opponent reflecting this type of damage twice as much
2)necrotic, to which all undead are at least resistant, if not immune.
3)thunder, cold, lightning, which also does not work everywhere and not on everything.
4)fire and psychic, to which some of the opponents are also immune or resistant.
Why not add power damage, which at least will be useful and works everywhere and anywhere?
3)Why all the lighting effects that will be IMPOSSIBLE to hide with, as it illuminates the wearer and anyone will see wearer?
4)Thunderwave in a 3m radius sounds cool, but not when it hits allies and teammates and all objects around, which happens half the time when this thing is thrown at something.
2) I genuinely do not understand what you're saying, its not a useless type of damage, it's flavored around Tempest Clerics and only adds Thunder Damage and Thunder Damage actions, it's named a Hammer of THUNDERBOLTS for a reason, it's based around thunder because i wanted some variety for Tempest Clerics that are usually focused on Lightning One Shot builds.
3) Is cosmetic only and comes from the Kareska's Bone-Shaking Thunder effect, if you don't want it to glow don't activate it, but it's not actual light effect like the Gontr Mael or the Nyrulna.
4) It's on jump only exactly like the Hamarhraft, and you can deactivate it on the hotbar, it does not activate on throw, the weapon isn't a thrown weapon, so it seems you're complaining without having even played with the weapon in the first place.
Ondrei 2 Head
Scar 5
Max Freckles at 30% intensitiy
Skin Color ASTRL Fey'ri 01
Vasnelle Hair 02
DB Pthalo color
Totemic Throat tattoo in Teal 1
J Colovian Fangs piercings
Makeup 9 on teal 4 65% intensity, 100% Metalic and Glossy
Lip Tint on Brown 2 50% intensity 15% metallic and 35% Glossy
Right eye White 1 100% blindness on right eye
Left Eye Sapphire 4