do you think you could rebalance the "noxious fumes" (acid) effect? it seems like it was forgotten about by the devs. i'm pretty sure it's one of the only elemental effects that has a saving throw for it to get applied, making it pretty lackluster
Yeah, I'm actually using acid splash a ton on light cleric Shadowheart in my current run, so I was considering using these gloves. I have dealt with all other act 2 stuff first, so I didnt get them yet, so I couldnt do any testing, but generally was already ready to mess with these.
awesome! i wonder if it would be possible to make the fleshmelter cloak trigger noxious fumes from the gloves, but i'm not sure if editing gear like that is something you'd want to do
FYI, the latest version of this mod does in fact break the Luminous Gloves; it’s because self-inheritance wasn't added in for them. But it’s an easy fix to do yourself!
First, unpack the mod (I like using Modder’s Multitool). Inside the mod folder, navigate to: Public > Rebalance_CommonEffects > Stats > Generated > Data
Then, open up ‘RadiatingOrb.txt’ in any text editor. Take this: new entry "MAG_Radiant_RadiatingOrb_Gloves_Passive" type "PassiveData" data "Description" "h51aa4213ga3bfg4028g99beg5b5a6b534935;1"
And change it to this: new entry "MAG_Radiant_RadiatingOrb_Gloves_Passive" type "PassiveData" using "MAG_Radiant_RadiatingOrb_Gloves_Passive" data "Description" "h51aa4213ga3bfg4028g99beg5b5a6b534935;1"
Save, and then repack and reinstall the mod. That’s it!
worked perfectly! thank you for the step by step explanation, this was the first time im using any modding tools or actually figuring out how .pak files work :D
Was wondering if you could fix the DC of gloves of flint and steel to match the ones here. Technically not obtainable but they are in the game files. I use a seperate mod to make the obtainable
After some testing, I think the mod causes the Luminous Gloves to break. The description shown is missing information, and radiating orb isn't inflicted when dealing radiant damage.
I noticed what appears to be a bug with Mental Fatigue. Despite applying 7 stacks of it to a mob they seem to skip doing a saving throw against it and are never stunned by the effect. I can always maintain the 7 stacks but nothing ever seems to happen besides the applications. Perhaps someone else can also confirm this? I can see this being an amazing effect as part of a build if working correctly :)
Dont know if its intended but the new heat convergence is really strong with phalar aluve shriek as it procs twice per initial damage source but only loses 1 turn of heat. Its making my scorching ray build a LOT of fun >:)
I'll definitely be using this, seems like a good mod :)
I do think momentum could use a bit of a rebalance. It's pretty useless, generally speaking, especially once you're locked in combat and standing still in front of your enemies (or everyone is close by enough to reach them).
I dunno, I feel like it could use a little something-something.
63 comments
First, unpack the mod (I like using Modder’s Multitool). Inside the mod folder, navigate to:
Public > Rebalance_CommonEffects > Stats > Generated > Data
Then, open up ‘RadiatingOrb.txt’ in any text editor. Take this:
new entry "MAG_Radiant_RadiatingOrb_Gloves_Passive"
type "PassiveData"
data "Description" "h51aa4213ga3bfg4028g99beg5b5a6b534935;1"
And change it to this:
new entry "MAG_Radiant_RadiatingOrb_Gloves_Passive"
type "PassiveData"
using "MAG_Radiant_RadiatingOrb_Gloves_Passive"
data "Description" "h51aa4213ga3bfg4028g99beg5b5a6b534935;1"
Save, and then repack and reinstall the mod. That’s it!
thank you for the step by step explanation, this was the first time im using any modding tools or actually figuring out how .pak files work :D
pls take a look in the wiki
https://bg3.wiki/wiki/Braindrain_Gloves
screenshot casting magic missile on jaheira, just says 0 thunder damage with no damage breakdown
https://ibb.co/58ynn7n
so i unpak the file and the LevelMapValues say at level 9 it should be 1d6 so how is it hitting for 0?
I do think momentum could use a bit of a rebalance. It's pretty useless, generally speaking, especially once you're locked in combat and standing still in front of your enemies (or everyone is close by enough to reach them).
I dunno, I feel like it could use a little something-something.