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ForgottenGod

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18 comments

  1. Gavinfoxx
    Gavinfoxx
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    Can you make this compatible with https://www.nexusmods.com/baldursgate3/mods/2266 so that you still get 1d10 martial arts die at monk level 11? Perhaps with a patch? Still benefiting you for certain builds, of course.
  2. Revaneitor157
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    I can't seem to get this to work, I've tried entering combat, changing equipment and resting, but still only get the normal 1 damage. I've tried both version. Might be a mod incompatibility, but I can't think of anything that would conflict.

    (Trying to make a spore druid unarmed thing, with the extra necrotic damage)
    1. Revaneitor157
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      To anyone that might be having the same problem. The reason it wasn't working for me was because I was getting the fighting style from a feat (I believe with either essential feats or re-balanced feats) when I multiclassed into fighter, the mod started working correctly.
  3. Bobthebaker1
    Bobthebaker1
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    Anyone know if this mod, or anyone other adds unarmed damage while using the grapple mod?
  4. cozzer45
    cozzer45
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    have i done something wrong? it says 0D20 for the damage roll and just rolls the minimum 1 dmg, i try turn based, resting and equipment but my unarmed attacks default to 1 dmg
  5. jonathancross91
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    Was wondering which classes have access to this, since not all classes have fighting styles. Would love if you added as feat. I use extrafeats mod, and they have a half feat fighting style feat, this would be a great addition. 
  6. CaptainOwl
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    I appreciate you for making this mod patch. I was upset when I found out the Unarmed fighting style in the original mod didn't allow Unarmed items and such to work with it and I'm glad this fixes it. I have a question to ask though. Would it be possible for you to make it so the unarmed attack becomes magical eventually? I know Monks get that later as a class feature but, if you don't want to play monk, the only way to get magical unarmed is getting an item that's in act 3 and that's a loooong time to wait to magical unarmed strikes.
    1. ForgottenGod
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      What do you think about possibly making it a Feat?
      I realize that this might not be what you are looking for, I just like to try and keep some semblance of balance between BG3 and DnD 5e, so I'm curious what you think of it in terms of balance.
    2. CaptainOwl
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      Hmm, I feel like if it you made a feat for it, it would need more than just "your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." to be a proper feat. If you made it part of the fighting style, you could make the magical strikes part turn on at Level 5 or 6(Like monk's does). By doing that, I feel like that's balanced fine enough.
    3. ForgottenGod
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      Could be a half feat as well. The fighting style giving it to you at a higher level makes the fighting style a bit too strong.
    4. CaptainOwl
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      Hmm, I guess make a feat out of it then. Possibly with something else with it. Idk.
  7. autodefeated
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    is this incompatible with monk 5e adjustments (www.nexusmods.com/baldursgate3/mods/1411) or am i ordering my mods wrong? currently i have this and its parent mod above monk 5e adjustments in my load order. it makes my unarmed strikes do base 5 damage (1+modifier) as if martial arts and unarmed fighting style are cancelling each other out
    1. ForgottenGod
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      which file are you using?
    2. autodefeated
      autodefeated
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      currently the 5e RAW variant but it happened with either file
    3. ForgottenGod
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      Have you entered combat or changed equipment when seeing it was defaulting to 1 damage? The raw 5e variant requires some kind of trigger in order to apply the first time, then it should stay.
    4. autodefeated
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      yep it stays at 1+modifier after entering combat as well
    5. ForgottenGod
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      is this a new save or old save?
      Also could you list the mods you are using?
    6. autodefeated
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      it's an old save

      it's a pretty extensive list, here's everything that has to do w/ melee combat, monk, fighting styles, etc.

      BG3 Fixed BalanceDapoulp
      BG3 Fixed PnPDapoulp
      Dr. Kekyll's Grappling Frameworkdrkekyll
      featsextraLostSoulMan
      Feats Expanded CompatibleRiesun
      Tavern Brawler RAWdrkekyll
      Grappler Featdrkekyll
      Feats Extra Base Grapple Patchdrkekyll
      PolearmMasterWithTridentAnxietyTheOrk
      Additional Fighting StylesRecat
      Additional Fighting Styles - Unarmed Fighting Patch   duh
      WarcasterDrInpharx
      BlindsightVitruvian_Guar
      Savage_Attacker_Unarmedjellytajm
      Savage_Attacks_Unarmedjellytajm
      ObjectCharacterSupportwesslen
      AscendantDragonOhhLoz
      AscendantDragonLevel20PatchOhhLoz
      AscendantDragonNoScalesPatchOhhLoz
      AscendantDragonDialoguePatchOhhLoz
      AstralSelfOhhLoz
      AstralSelfLowerCostPatchOhhLoz
      AstralSelfLevel20PatchOhhLoz
      Drunken MasterJohnny
      KenseiOhhLoz
      LongDeathOhhLoz
      Monk Subclass - Way of MercyPlatypusVenom
      Sun SoulYoshi
      Open Hand - Compact ButtonsPlatypusVenom
      Plus Classes - MainRaizan
      Monk OneDnD UA8 Weapon ProfBG3 Community
      Battle Master More Maneuversdrkekyll
      Battle Master Maneuver Fixesdrkekyll
      Monk 5e AdjustmentsPlatypusVenom
      Monk 5e Adj - Mercy PatchPlatypusVenom
      FourElement_SpellsGamlung
      combatactionsLostSoulMan
      Fantastic Multiverse Base Grapple Patchdrkekyll

      (overrides)
      Plus Classes - BaseRaizan
      Plus Subclasses - AssetsRaizan
      Plus Subclasses - BaseRaizan
      
      i have a lot more mods lol but mostly cosmetic/spell stuff/other classes, subclasses, and races that i don't think would be relevant but if you need i can send the whole list

      also i know some of those monk subclasses are included in "alternate monk" by OhhLoz but i do not have that full mod bc it's more homebrew and my goal is to be as close to 5e as possible lol. just clarifying bc i know that mod clashes with a lot of others