Baldur's Gate 3
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Genisaurus

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  1. afro0bro
    afro0bro
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    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? 
  2. DukeofShao
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    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.
  3. Delfinition
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    Can't get this to work ):
  4. andaluth
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    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?
    1. Genisaurus
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      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.
    2. waves4308
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      Finesse Weapons Extended has support for basket of equipment built in, maybe give that a try.
  5. Welkthar
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    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.
  6. niveck
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    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
    1. skjongern
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      i second this after all historically you would duel using a rapier and dagger in your off-hand(albeit primarily for blocking/deflecting)
    2. Genisaurus
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      I'm not opposed, but I think I would do it in another mod. I've been considering quite a few other weapon tweaks as well.
  7. pUmcaraAi
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    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?
    1. Genisaurus
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      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.
    2. pUmcaraAi
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      Thank you!
  8. SUBxZER0
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    Is it safe to uninstall this mode? will the weapons revert back as strength weapons?

    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.
    1. Genisaurus
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      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).
    2. SUBxZER0
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      Ah, I see. Thanks for the explanation!
    3. BrendanatorX
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      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
    4. pUmcaraAi
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      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?
    5. Genisaurus
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      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. 
    6. pUmcaraAi
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      No worries! Thanks for clarifying! I'll try editing that one and will see how it goes, might post the mod on Nexus if it works properly
    7. pUmcaraAi
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      Actually maybe it's both? Would that be possible?
      It's like they complement each other, I don't see the usual longsword stuff in "UND_SwordInStone"
    8. Genisaurus
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      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.
    9. pUmcaraAi
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      Ooooh okay, that makes much more sense
    10. pUmcaraAi
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      I just posted my own mod for Phalar Aluve and gave you some credit for helping understand the code, thank you!
  9. Xzavion
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    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.
    1. Genisaurus
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      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!
    2. Xzavion
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      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...
    3. pUmcaraAi
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      Would that turn Unarmed Attacks into Weapon Attacks? That would be amazing, to be able to benefit from Savage Attacker or even Smite with punches
    4. Genisaurus
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      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.
    5. pUmcaraAi
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      Thanks for the investigation!
    6. Xzavion
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      Aww, that is sad to hear. Thanks for your efforts. If you do make an extra mod to enable sneak for unarmed attacks please let me know though.
  10. raidero
    raidero
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    Does the game even have katanas? Where to get one?
    1. Genisaurus
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      Don't know where you find it yet, but there's at least one in the weapon list for the campaign.
    2. BelligerentBucketman
      BelligerentBucketman
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      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.
    3. Davistobor
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      where's the weapon list?
    4. peregry
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      You can't even pick up the one at the Circus, it's scripted to just have a dialogue play.