Baldur's Gate 3
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SmoothAsFelt and DuskNemesis

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Po1ntBlank

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33 comments

  1. ExoLeviathan
    ExoLeviathan
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    Thank you for not taking down this mod because of the cunning strike mod... Even though I do agree that mod is a great mod, I love this mod as its unbelievable way more useful to me because of my gloom stalker ranger/ assassin rouge build... if it weren't for this mod my sneak attack would be glitched and wouldn't let me put sneak attacks on range attacks since I made that follower a almost pure ranged combatant so this mod is crucial for me! :) So thanks for the awesome mod!!!
  2. ShyViolets
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    Sorry, but I’m testing this out now (took commanders strike on the fighter only to find it didn’t help my MC rogue). But I’m not sure if I’m using correctly/does it not work for ranged sneak attk (so commander strike ranged and then ranged again on main turn?)
    1. Po1ntBlank
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      Rogue sneak attack (ranged) as your action, then with your reaction just do normal ranged attack with the option turned on to ask you if you want to use sneak attack
    2. ShyViolets
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      Thank you! :) I’ll try it out.
    3. ShyViolets
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      worked! Thanks again :) I can continue my rogue playthru now
  3. Puloy0103
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    Thanks! I'll give this one a go! I was quite miffed to be unable to get Astarion to Commander Strike sneak attack. 

    EDIT: Couldn't open. It says the file is corrupted.
    1. Po1ntBlank
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      Shoot, I noticed some weirdness when I was uploading, think nexus bugged out. I'll try to re-upload by tomorrow
    2. Po1ntBlank
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      Should work now, give it a shot for me and let me know (I have confirmed the ability shows up and everything, but I still for the life of me can not find even a single hand crossbow to test this with, let alone two)
    3. Puloy0103
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      sorry. forgot to reply. already got it to work. it works just fine. or worked just fine until my battlemaster was killed by another companion due to story reasons and i decided to roll with the rolls...bbye, friend. it was good while it lasted. now i will wait for karlach to  get enough fighter levels for BM.
  4. Raikoh067
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    Is it possible for you to also fix Assassinate? Currently, it doesn't work if you are out of combat and the enemy hasn't seen you yet.. In order for assassinate to trigger, you have to be in the first round of combat, after they have the "Surprised" status.
    1. Po1ntBlank
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      Huh I didn't notice this. I'll test it out a bit in game next time I'm at my PC and see if there's anything I can do to fix it. It does feel like the kind of thing that would be fitting to have in this mod as well
    2. Po1ntBlank
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      Added optional file for Assassinate change. As always, use only one file. 
    3. ShyViolets
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      You’re the best. Just subbed into assassin and didn’t realize that was also an issue along with rxn sneak
  5. Charkomangus
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    Been using this and really nicely done! You are working against the way the game is set up so that you have it working is impressive I would say. Astarion is now more useful.
    1. Po1ntBlank
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      Thank you for the comment, I'm relieved to know it's working well for other people. Honestly I was pretty nervous about uploading this in the first place. I don't mind if my mod bugs stuff out in my own game, since I can always fix it, but I was pretty terrified of bugging out someone else's game
    2. Charkomangus
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      Aye nothing like the ire of the public. Thanks for sharing it though, I love seeing folks work.
  6. VerboseMode
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    I think this mod is a HUGE step in the right direction, but it could be better. I'm putting my two cents in here because you seem to be the only one to have gotten more than halfway there. I think Sneak Attack needs to entirely use the interrupt system. Here's my thoughts (probably simple on paper, nightmare in practice):

    Rogues have a new Resource with one charge: Sneak Attack Ready. It refreshes every time initiative advances (and when the Rogue chooses End Turn (might need a safety bit to take it away if they cancel End Turn?)).

    When one of these conditions are filled, an Interrupt occurs, costing Sneak Attack Ready to use:

    • The Rogue deals damage to a creature using a finesse or ranged weapon and the attack had advantage, or...
    • The Rogue deals damage to a creature using a finesse or ranged weapon and the target had the Threatened condition.

    Done. That triggers it, and choosing to use it (or having it set to go automatically using the built-in system) add the appropriate Sneak Attack damage for the level. I think that would cover ever situation you would use it in, and should be compatible with any other mods as well?
    1. Po1ntBlank
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      I believe Zerb is working on something like this. The only problem is the way the game handles simultaneous turns means against single enemies or any combat where your battlemaster and your rogue are back to back in initiative means commanders strike won't let you get your sneak attack
    2. VerboseMode
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      Yep. Which is why I think it would need to refresh when a initiative group advances, or when the Rogue hits End Turn (but, like I noted, would need to take it back if they hit Cancel End Turn). Honest just coming back when End Turn is selected could conceivably cover everything, as you normally can't take more than one reaction.

      Can you point me to this Zerb? I'd like to keep eyes on the project.
    3. Po1ntBlank
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      I did test something like that out, but from what I've found you can't actually take reactions outside of your turn through Commander's Strike. It just gives you the ability to use your reaction to make an attack on your next turn. The primary purpose of this mod is to make Commander's Strike useable since giving rogues an extra sneak attack is really the only reason you'd ever take the feature.

      I can't really "point" you to Zerb, as far as I can tell he hasn't uploaded any mods to the site yet. He's in the Larian discord server though, and helped me get this working but in the process also mentioned he's working on his own mod called "Zerb's RAW" that plans to change a lot of things to make them work more like actual 5e. I believe his approach to sneak attack is closer to what you have in mind, with the caveat that it still won't work with Commander's Strike
  7. Pyr0blad3
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    Hello,
    I think this mod could be something for me, but i didnt quite get how the sneak attack system words right now vs with the mod. if possible can you explain it to me again here : )
    Thx!
    1. isagcastro
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      From what I understood, the mod brings it closer in line with how sneak attack works in 5e, since in game right now, sneak attack is an action.

      In 5e, sneak attack is an effect that rides along your attacks when they connect and that you can use only once per turn, so one of the ways a rogue benefits from twf is in how if the main attack doesn't connect they still have a chance to get part of their damage output on the turn since the bonus weapon attack can still deliver the sneak attack. The part with the reactions is to make use of the per turn portion of sneak attack, since someone else's turn on the same round is not your turn, and in that way rogues benefit from anything that may give them chances to attack with reactions (feats, battlemaster multiclass, movement, etc).

      The mod brings seems to bring it closer by giving a resource pool for the reaction sneak attack and by giving you a chance to sneak attack with either of your attacks in your turn (as long as you don't with the other).
    2. Pyr0blad3
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      Thanks you!
      so currently in the base game you cant sneak attack on off hand attacks? wow... thats kinda weird. like i might get that from a coding perspective but still, this is something that many rogues rely on to consistantly prog their sneak attack.

      just for clarification so your undertsanding with this mod is that is doesnt change the system in the base game it just extends it to make it possible to off hand attack sneak attack + have a pool of "reactionsneakattacks", instead of only 1, did i understand that right?
    3. Po1ntBlank
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      So basically this mod gives you two unique hidden resources every turn. 

      The first is the normal Sneak Attack charge, which is consumed if you hit with Sneak Attack (Melee), the off hand version I added, or Sneak Attack (Ranged)

      The second is consumed by the Reaction version you get, which is when you get a prompt asking you if you want to Sneak Attack. This comes up if you make an Attack not using the designated Sneak Attack button, and not making a regular off hand Attack (I.e. from Commander's Strike giving you a reaction Attack, or making an attack of opportunity when the requirements for Sneak Attack are still met)

      The side effect is if you have any way of using the Sneak Attack action and the standard Attack action on the same turn, you will be able to Sneak Attack twice. It still caps out at 2 though, and the multiclass requirements mean your Sneak Attack damage is going to be pretty low anyways, but it's something I don't know how to fix. I recommend using this mod with pure rogues, or a multiclass that doesn't give you extra attack
    4. Pyr0blad3
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      Hello,
      Thanks for the explanation!

      I dont mind the side effect tbh and if it caps out at 2 maximum its not even that bad i would argue.

      While trying the mod out i found myself in a situation where i wanted to make the bonus action sneak attack with my second handcrossbow.
      Do you think its possible to get a version or an update where we get the bonus action sneak attack for both meele and ranged and can choose, but after using one the other is not useable for the rest of the turn. comparable to the normal action sneak attack i guess.

      Thx again.
    5. Po1ntBlank
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      Ah thank you, that is something I had not considered as I have been using a longbow on my elf rogue and haven't tried hand-crossbows yet. So basically you're asking for me to add a bonus action ranged sneak attack that works the same way the melee one does but for off-hand crossbows. That should be doable, I'll have a look and see if I can get it to work
    6. Po1ntBlank
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      Uploaded a beta version of the offhand ranged sneak attack. Make sure to only use one of the mods at a time, as they both contain the same files, just with the optional one having the ranged offhand sneak attack action added on as well. It's pretty likely I missed something as I threw it together pretty quickly, but let me know if you encounter any bugs with it. I haven't gotten any hand crossbows in my playthrough yet so I can't really test this myself.
    7. Pyr0blad3
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      Hello,
      Thanks you this will make my solo playthrough sooooo much better.
      You really made my day with this.

      When i find something I will try to report it here : )

      One thing i noticed but it may not be the mod, more like a bug in the game itself, is that sometimes my "reaction screen", which asked me to add my sneak attack did not appear at all. I tested it with the mod not active too and I think it still happend once. So it can also be a bug in the base game i guess but I wanted to bring that to the table because i noticed it happen.

      Maybe some bells ring when you hear that idk. If not also fine, so war I didnt have a "why did that not work in the way I wanted momemt" except that one i think.

      Thanks again for the great work for all rogue enjoyers : )
      Cheers.
    8. Pyr0blad3
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      Btw just want to mention it because you are so nice, I gave you my first vote and endorsement ever! Hope you will have fun making mods in the future too. Dont stress yourself too much if you do ; )
    9. Po1ntBlank
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      I definitely have noticed this as well, both with and without the mod installed. It seems like the game doesn't like multiple interrupts being triggered at the same time. The only way I've found to minimize this is to enable as few prompted reactions as possible. I'll keep an eye out to see if I see any potential ways to fix this, but it doesn't seem to be a problem specifically caused by my mod, though adding more interrupt triggers does probably increase the odds of it happening. It might in some circumstances also be due to things moving in a way during your off-turn that put the enemy out of normal range for your attack, or do something else along those lines that prevents sneak attack from triggering
  8. wolfenring
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    thank you very much a great mod
    1. Po1ntBlank
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      Happy to see another enjoying the fix I made! Do let me know if you encounter any bugs or issues and I'll try to fix them