Hi there! This might be a bit of work, but would you consider expanding on the passive abilities granted by different Keyblades as selectable feats—like the ones you can choose when leveling up to Level 2 (e.g., Magic Lock-On or Dual Wield)? I was reviewing the abilities in KH1 and noticed that Keyblades often serve this purpose in the original game by providing passives to make up for unequipped abilities due to AP limits. Thought it could be a cool and lore-friendly addition! If not, totally Okay!
On a side note, the ability "force ricochet" from Plasma Weapons by Skirbie reminds me alot of Strike Raid which I use in conjunction with this mod to RP. Wondering if that is an attack you would think of implementing with the class.
Hey there! I know you said that you consider this mod to be pretty complete but I just wanted to float the idea of making each keyblade have the "bound weapon" effect if possible.
I figured it makes sense that the keyblades cant be disarmed or that it comes right back to you when thrown.
i've been having a weird issue with the mod. the class doesn't show up in the class selection, all i get is the base game classes i've been trying to figure out why its been doing this but i'm not exactly sure? Edit: NVM i figured it out lmao
Was a long time since I set it up but I just use nexusmods own Vortex mod manager, there are a bunch of guides and videos on how to set it up if you just search for it.
holi, he intentado crear un personaje con este mod y no pued hacerlo, para poder crearlo debo de agregar otros mods que me den orígenes personalizados.
no hay posibilidad de que el mod se agregase a la lista de mods ofciales del kit?
Adding it to the official mod list is not that simple since I need to remake it from scratch with the BG3 toolkit, which I don't know how to do.What exactly is the problem when you try to create the character? Does the class not show up or is it something else entirely? I do not understand spanish and Google Translate can only help me so far but I'll try to help as best I can 😯
[Google Translate to Spanish] Agregarlo a la lista oficial de modificaciones no es tan sencillo ya que necesito rehacerlo desde cero con el kit de herramientas BG3, lo cual no sé cómo hacer.¿Cuál es exactamente el problema cuando intentas crear el personaje? ¿La clase no aparece o es algo completamente diferente? No entiendo español y Google Translate solo puede ayudarme hasta ahora, pero intentaré ayudar lo mejor que pueda 😯
Probably not, first you would have to remake it basically from scratch with the official toolkit (which I don't know how to do) and secondly I highly doubt it would get approved for console at all because of the IP and whatnot 😧
No future plans of any kind at the moment, I feel like this mod is 'complete' in a way I'm happy with, I've already spent time on this on and off for over a year and don't have the drive to add even more things 😶
I'll definitely still update the files if bugs are found and make sure it works past Patch 8, but no new content for now
I ran into a new problem that may or may not be caused by conflicts from other mods.
Keyblades do not seem to be spawning in Act 1 so far. I have checked two locations (Dammon and Harpy nest) and the keyblades were absent. I considered the possibility that it conflicts with a loot mod I also have, but when playing on another save file with about the same, I was at least able to get the keyblades and scrolls from the tutorial chest. The keyblades and scrolls are missing from the tutorial chest in this save file.
Something to note is that I did not start my Tav as a Keyblade Master upon character creation. Could that cause items to not spawn when loading Act 1? Would you recommend as a possible fix that I change the version that I downloaded to another one in the Files list? Currently I am playing with the latest upload from December.
On the save file where the Keyblades doesn't spawn, did you install the mod mid-playthrough or was it activated from the start? Items load in the first time you enter an area, so if you added the mod after you already reached Act 1 the Keyblades won't be added to the item pool here but should appear in Act 2 and onward.
The class you chose at the start have no impact on whether the items appear or not and unfortunately I do not know how this mod interacts with other mods that also adds items, so there is definitely a chance it's some kind of mod conflict.
The mod was activated from the start. It's my favorite mod, so I make sure to include it on every playthrough. I've run a couple of tests since my last comment, and I managed to find my mistake.
I started a new run with a Keyblade Master selected, and the tutorial chest still missed the keyblades, so you were right that it has no effect. It turned out to be my load order. I had the mod near the top of the list. When I moved it near the bottom, the keyblades were in the tutorial chest!
325 comments
- Keyblades now returns when thrown and cannot be disarmed.
If you want to support me directly you can do so here Ko-fi Flemsus
Notes
Bug reports/feedback/suggestions/endorsments and all other types of comments and posts are much appreciated!
On a side note, the ability "force ricochet" from Plasma Weapons by Skirbie reminds me alot of Strike Raid which I use in conjunction with this mod to RP. Wondering if that is an attack you would think of implementing with the class.
I figured it makes sense that the keyblades cant be disarmed or that it comes right back to you when thrown.
And do you know how I can merge the update to the combined classes version?
My only suggestion would be to give the keyblades unique models (love what I see so far though!)
Edit: NVM i figured it out lmao
https://www.nexusmods.com/about/vortex
no hay posibilidad de que el mod se agregase a la lista de mods ofciales del kit?
[Google Translate to Spanish]
Agregarlo a la lista oficial de modificaciones no es tan sencillo ya que necesito rehacerlo desde cero con el kit de herramientas BG3, lo cual no sé cómo hacer.¿Cuál es exactamente el problema cuando intentas crear el personaje? ¿La clase no aparece o es algo completamente diferente? No entiendo español y Google Translate solo puede ayudarme hasta ahora, pero intentaré ayudar lo mejor que pueda 😯
I'll definitely still update the files if bugs are found and make sure it works past Patch 8, but no new content for now
Keyblades do not seem to be spawning in Act 1 so far. I have checked two locations (Dammon and Harpy nest) and the keyblades were absent. I considered the possibility that it conflicts with a loot mod I also have, but when playing on another save file with about the same, I was at least able to get the keyblades and scrolls from the tutorial chest. The keyblades and scrolls are missing from the tutorial chest in this save file.
Something to note is that I did not start my Tav as a Keyblade Master upon character creation. Could that cause items to not spawn when loading Act 1?
Would you recommend as a possible fix that I change the version that I downloaded to another one in the Files list? Currently I am playing with the latest upload from December.
The class you chose at the start have no impact on whether the items appear or not and unfortunately I do not know how this mod interacts with other mods that also adds items, so there is definitely a chance it's some kind of mod conflict.
I've run a couple of tests since my last comment, and I managed to find my mistake.
I started a new run with a Keyblade Master selected, and the tutorial chest still missed the keyblades, so you were right that it has no effect.
It turned out to be my load order. I had the mod near the top of the list. When I moved it near the bottom, the keyblades were in the tutorial chest!
Thank you for replying so quickly.