Spell Effects in BG3 All targets make a Saving Throw upon entering and every time they start their turn in the zone, until they fail (RAW). A failure will heavily penalize the target on Deception Skill checks. I have no idea if penalizing an NPC's Deception skill will have any impact in BG3, and the combat log already tells you if affected entities fail or succeed on their Saving Throws, so I also included an Advantage on Insight Skill checks buff for the caster of the spell that is enabled while the caster is inside the zone. This is on theme with the RAW spell intent, and might actually make the spell useful in the game.
I dont mean to be that guy, but it looked like he might have already knew what they were saying. but i suppose by now that would likely be obvious lol.
This might be stupid since I am not aware how Slayer's prey works, but when I applied it to the Undead in the cellar in Blighted Village (First time using the class here), the Condition is lost immediately. Any ideas what could be causing it?
https://drive.google.com/file/d/1mveXBlj9WUS2zQZXdXbHqe5a1hvvIdT5/view?usp=sharing Drive link to Screenshot of my Combat log. I also did a bit of testing. It seems to bug out when interacting with Daredevil Proximity. I had just come back to Blighted Village because I had forgotten Necromancy of Thay. If I stand in melee and have the Daredevil Gloves equipped, the Daredevil Proximity Effect seems to be triggered when I cast Slayer's Prey and the condition is lost. Here is a separate screenshot from when I had the gloves unequipped. https://drive.google.com/file/d/1wNJOgK2oLNebdRd82rxD-oHGe5jNeZ_P/view?usp=sharing
It is so uncommon to have those gloves as a ranger I think it might have been an interaction that was missed.
So I am trying to reproduce this and here is what I am seeing -
Daredevil proximity activates when the ranger is threatened (as intended). Cast slayers prey on target threatening the ranger Daredevil proximity drops (for some reason) But then you can toggle it back on without issue.
Ok sorry for the delay This isnt a bug, its the way the gloves are written. When the gloves toggle is on, the next spell you cast will always turn the toggle off because it is set to in the data file. You just need to toggle it back on.
Hello, I've run across an issue with this newest update. I try to load a previous save that has a character that is a Monster Slayer and when I try to load that save my game crashes. I've tried to mess with the load order of the subclass mods I have but that didn't seem to work. I've looked at the article you posted, and everything from there seems to be in place. I don't know what is going on. I even tried to load the previous version I had of this mod and the game still crashed.
No it doesn't, and selecting the subclass on a new game doesn't crash the game either, it just crashes when trying to load a previous save that already has the subclass selected.
I’m not totally sure here. I’d think it was because the magic circle spell changed mods and was renamed in the files but then if you loaded the game with an older monster slayer mod before the change, it should work did you have any other mods change from when that save game was used last?
2.5 is listed as having released awhile ago, and 1.6 is showing as the newest version. Which one should I be using? These version numbers make no sense.
GRRREAT mod as always! Just a quick question, the "Slayer's Prey" and "Hunter's Sense" actions animations do not automatically sheath the weapons I am currently holding! I don't know if its a problem of my mod layout so I decided to not post a useless bug :)
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Spell Effects in BG3
All targets make a Saving Throw upon entering and every time they start their turn in the zone, until they fail (RAW). A failure will heavily penalize the target on Deception Skill checks. I have no idea if penalizing an NPC's Deception skill will have any impact in BG3, and the combat log already tells you if affected entities fail or succeed on their Saving Throws, so I also included an Advantage on Insight Skill checks buff for the caster of the spell that is enabled while the caster is inside the zone. This is on theme with the RAW spell intent, and might actually make the spell useful in the game.
(Great mod btw)
Drive link to Screenshot of my Combat log. I also did a bit of testing. It seems to bug out when interacting with Daredevil Proximity. I had just come back to Blighted Village because I had forgotten Necromancy of Thay. If I stand in melee and have the Daredevil Gloves equipped, the Daredevil Proximity Effect seems to be triggered when I cast Slayer's Prey and the condition is lost.
Here is a separate screenshot from when I had the gloves unequipped.
https://drive.google.com/file/d/1wNJOgK2oLNebdRd82rxD-oHGe5jNeZ_P/view?usp=sharing
It is so uncommon to have those gloves as a ranger I think it might have been an interaction that was missed.
Daredevil proximity activates when the ranger is threatened (as intended).
Cast slayers prey on target threatening the ranger
Daredevil proximity drops (for some reason)
But then you can toggle it back on without issue.
See combat log:
is this what youre seeing?
This isnt a bug, its the way the gloves are written. When the gloves toggle is on, the next spell you cast will always turn the toggle off because it is set to in the data file. You just need to toggle it back on.
I've run across an issue with this newest update. I try to load a previous save that has a character that is a Monster Slayer and when I try to load that save my game crashes. I've tried to mess with the load order of the subclass mods I have but that didn't seem to work. I've looked at the article you posted, and everything from there seems to be in place. I don't know what is going on. I even tried to load the previous version I had of this mod and the game still crashed.
did you have any other mods change from when that save game was used last?
2.5 is listed as having released awhile ago, and 1.6 is showing as the newest version. Which one should I be using? These version numbers make no sense.
1.6 is the latest
GRRREAT mod as always! Just a quick question, the "Slayer's Prey" and "Hunter's Sense" actions animations do not automatically sheath the weapons I am currently holding! I don't know if its a problem of my mod layout so I decided to not post a useless bug :)
Congrats on the great work!
im redoing rune knight now - should be a good one :)