Hey quick question. I love the idea of this mod and decided to download it. It seems to be working for most of my quarterstaffs but it doesn't seem to be working for my gold wrymling quarterstaff. Is this intentional?
Hello Genisaurus, I am loving having these additional weapons with finesse! In my TT game I made javelins (instead of spears) finesse weapons and your mod makes me think I should add the others as well!
Question/Request: I would like to add the WarPick as a finesse and light weapon as well. Normally I wouldn't, but the models for all of the war picks I've come across so far are pretty, well, "light" looking, and I figure also qualify as finesse as well.
I tried my hand at it based off of your mod after unpacking it, added the WarPick entries to Weapon.txt and the treasuretable.txt files from the entries in the core game files. When I try to repack with the Multi-Tool I am getting an error that the int32 exceeds, something something.
Note, this mod was just for personal use, and I've been modding for about 15 years now with other games- always for personal use. But I figured I would ask your first since you are more experienced with BG3 modding then I!!
Thanks!
Edit: Nevermind, I figured it out! It was quite simple actually. After looking through the code, I just needed to change "int32" to "int64" like it says at the beginning of the code. The error said "line 13" or something, so that guided me to where I needed to look. Boom, worked, and dropped it into the mod folder. And now war picks are light and finesse weapons! Still martial, though, so my dual-wielding monk couldn't use them until I got proficiency! LOL, oh well! Cheers.
I started a new game and the katanas in the mod basket of equipment are not showing as finesse. Is there a way to add those to this mod, or is there a guide on how to add them?
I haven't played with the Basket of Equipment mod, but I'm guessing that the Katanas in that mod are a separate override of Longswords, or an override of the Katana statline that's already in the game. If they're making new items, my mod won't override those properties unfortunately.
For some reason Sickles are not Light, yet I have this mod fairly high (low) on my load order, any thoughts? I've got a few other mods that use the weapons file to but they don't seem to conflict and this mod should overwrite them.
This mod looks nice for flavour, thanks :) I was wondering if it would be possible to do a similar mod for adding the "light" property on some weapons so that it would allow for a rapier in 1 hand and dagger in another. I know it adds quite a bit of power, but a lot of tables where i played dnd added this kind of rules
Sorry to flood your page, friend. But do you know where I can find the original "WPN_Longsword"? Because, for example, if I want to add finesse to all longswords as well, I'll need to the same as you did with WPN_Handaxe, right? But I don't know all of the longsword properties, where can I check that?
Shared.pak\Public\Shared\Stats\Generated\Data\Weapon.txt. Copy the properties to the Weapon.txt in my mod, change what properties you want there, then re-pak it. Should be all you need to do.
Phalar Aluve is actually a special weapon that was explicitly designed by Larian to be a Finesse longsword. In the game files it's referred to as "MAG_Finesse_Longsword". Longswords in my mod do not generally receive the Finesse property (except for the one Katana in the game).
This is correct, and also quite unfortunate that Larian did not add a sneak attack animation for 2handed Phalar Aluve. And of course, any other non-standard non-finesse weapon, hoping one day someone will fix that for us :s
Hi, Genisaurus! Where did you find "MAG_Finesse_Longsword"? I can only see "UND_SwordInStone" inside the Weapon.txt of Gustav.pak, and that seems to be Phalar Aluve. If I wanted to edit it (I want to give it some radiant damage to match my paladin) how should I do it, which file should I edit? Would you be able to help?
You're right, Phalar Aluve is "UND_SwordInStone", my apologies. I was working off a faulty memory. "MAG_Finesse_Longsword" is in Gustav\Public\GustavDev\Stats\Generated\Data\Weapon.txt, I'm not sure offhand if that's available in game or where.
UND_SwordInStone inherits from WPN_Longsword_1, which is in Shared.pak\Public\Shared\Stats\Generated\Data\Weapon.txt, so any properties not overwritten by UND_SwordInStone will use those defined in WPN_Longsword_1, which in turn inherits from WPN_Longsword, etc.
This is great! Do you think it would be possible to add the finesse property to unarmed attacks as well? I would love to be able to play an unarmed rogue/monk.
You know, I don't see why not. At first I was really confused because the Monk's martial arts ability already lets them add their dex mod to damage instead of strength, but I see that without being finesse weapons they can't sneak attack with a sucker punch. But they could with any other Finesse monk weapon for the same damage. So why not? I'll add it in a bit. Thanks for the suggestion!
Thanks! Yeah I have the same issue, they can sneak attack if they use a short sword or dagger, but not with their unarmed attacks, on which they can already get their dex bonus on. So they "basically" are finesse weapons, but they don't count for sneak attack, cause they do not have the finesse...
After doing some research, the game jumps through a lot of hoops to maintain 5e's rule that unarmed attacks are not weapon attacks. I could conceivably get Sneak Attack to work with unarmed attacks, but not using Dex instead of strength for attack rolls and damage. Monks get to use Dex instead of Strength for attacks and damage, but I don't know if that behavior would also apply to a modified sneak attack. Either way, that would be outside the scope of this mod. Maybe I'll make a new mod to get that working, but it's second priority to getting sneak attack animations to work with new finesse weapons.
In Act 3 there is a Circus, the Katana itself is located on one of the shelves next to a trader. It is a non-magical weapon (Not even +1) and I haven't seen a single magical variant as of this moment.
54 comments
Question/Request: I would like to add the WarPick as a finesse and light weapon as well. Normally I wouldn't, but the models for all of the war picks I've come across so far are pretty, well, "light" looking, and I figure also qualify as finesse as well.
I tried my hand at it based off of your mod after unpacking it, added the WarPick entries to Weapon.txt and the treasuretable.txt files from the entries in the core game files. When I try to repack with the Multi-Tool I am getting an error that the int32 exceeds, something something.
Note, this mod was just for personal use, and I've been modding for about 15 years now with other games- always for personal use. But I figured I would ask your first since you are more experienced with BG3 modding then I!!
Thanks!
Edit: Nevermind, I figured it out! It was quite simple actually. After looking through the code, I just needed to change "int32" to "int64" like it says at the beginning of the code. The error said "line 13" or something, so that guided me to where I needed to look. Boom, worked, and dropped it into the mod folder. And now war picks are light and finesse weapons! Still martial, though, so my dual-wielding monk couldn't use them until I got proficiency! LOL, oh well! Cheers.
I was wondering if it would be possible to do a similar mod for adding the "light" property on some weapons so that it would allow for a rapier in 1 hand and dagger in another.
I know it adds quite a bit of power, but a lot of tables where i played dnd added this kind of rules
Edit: Just tried it. Seems completely safe to uninstall. All weapons reverted back to default :D
Edit 2: One weapon "Phalar Aluve" (Longsword), seems to have stayed as a finesse weapon. I think that's because I had it equipped.
So, the safe way to uninstall is to probably unequipped all finesse weapons, save, then remove the mod.
And of course, any other non-standard non-finesse weapon, hoping one day someone will fix that for us :s
It's like they complement each other, I don't see the usual longsword stuff in "UND_SwordInStone"
Do you think it would be possible to add the finesse property to unarmed attacks as well? I would love to be able to play an unarmed rogue/monk.