This mod is creating some possibilities, I like it.
Can you add a version that uses Shadow Blade from 5espell? I'm trying to leverage the potential of this class with some spell balance mods. For example, some balance adjustments that remove the focus requirement of Shadow Blade in the 5e version, allowing the Arcane Trickster to focus on some other spells to assist his melee attack and control.
Hypnotic Gaze may have great potential with some balance mods, but it is not a spell and cannot be supported by the Arcane Trickster's Trick Ambush passive. I wonder if you can modify the passive to support this skill to increase the control rate?
I've always wanted to play a rogue like this. He's better at messing with his enemies through disruption and control than dealing damage directly.It's a pity that he's so limited in the game.
I like how you've changed this class by giving him more appropriate disruption abilities. Instead of simply turning him into a full spellcaster to use spells to directly damage enemies. Now it's just a matter of making these abilities work together, and it'll be perfect!
Really like all your mods! I have a question that also applies to BG3 mods in general - how do conflits work? For example, in this case, if you have two mods that change class's progression (I'm interested in both this one and Rogue Unchained). Do the changes in the mod that's loaded later completely override the mod that's loaded earlier?
And in general, is this also true for other conflicts? Say I have a mod that makes changes to numerous spells (let's call it Mod A), then a mod that changes only a single spell (let's call it Mod B). If Mod B is loaded later than Mod A, does it only override the changes to that particular spell from Mod A or will it create any other issues?
In this case, there should be zero conflict between this mod and Rogue Unchained. According to the modpage, Unchained only alters base Rogue while this mod alters Arcane Trickster, so they should both work just fine.
In general, conflicts occur when two mods attempt to change the same thing, which is what load orders are for. The mod loaded last will take priority.
In BG3 there are methods of allowing multiple mods to change the same thing, which is why you'll sometimes see mod authors mention conflicts with mods that change a specific part of a thing, such as Adjustable Shove-Pull Targeting being incompatible with any other mod that changes the distance Shove will move characters.
ummmm, is it possible to create a specialized mage hand? one that acts more like a extra long arm instead of an individual summon?like no cast cooldown, a 30m distance restriction(self destruct if out of this range), and can react like its you? like doing helping actions and so on?(also its immune to all types of damage)(or even consume your action instead, but i guess thatll be way harder to modify so pass:P)
sir yes sir! mage hand mods confirmed! but sadly they only change the mage hand spell, while the arcane trickster doesnt get anything special from it :P
beijing17:30 i take that back, there is a mod that gives the trickster's mage hand an extra buffing uwu <=idiot
oh, and something that might change things for the trickster:Hidden adept:from level 9, all forms of invisibility you recieve will be considered as greater invisibility, and when you cast invisibility or greater ablility on any allies, you no longer need to take concentration; also, when you are invisible or lightly or heavily obscured, enemies will have disadvantage in saving throws against your spells, while you gain advantage in saving throws against them
Been trying to decide on which mods I want for an Arcane Trickster I have in mind. I've decided on yours for various reasons, one of which is Vicious Mockery. Does this mod already include the changes from your Vicious Mockery OneDnD UA6 mod? Also, is it compatible with other Vicious Mockery mods? Looking forward to playing this! Thanks for your work and any help you can provide! 😊
It does not include the changes, you'll need that one too if you want it. This mod is fully compatible with any changes to Vicious Mockery, by me or anything else. Enjoy :)
Great mod. Thank you. It was just enough extra oomph to make it fun, but not so much as to make it over powered. The subclass is still less powerful than most others, but it was actually really fun with the extra toolkit this mod provides combined with 5e spells. Perfect. I went through all your mods and downloaded a few. We seem to have the same approximate taste. Glad you're making mods.
Was just right. I did honour mode with some of the less played specs and it still wasn’t close to the most powerful in the party. I had the trickster, shadow monk, eldritch knight (unmodded and not a throwing build), and a generic wizard. My rogue was definitely the weakest link still, but, because of the mod and 5e spells, she had her shining moments (like getting a 170+ crit on Raphael with a sneak attack using the shadow blade). she was probably my least powerful character, but the most fun so far. I just love the Gish builds.
I'm also a sucker for a good Gish. Glad to hear my idea's working out, I didn't want to make it super strong (since there are other AT edits that do that) but make it unique and worth trying :)
Hey, quick note: If you rename the mod every time, instead of just updating the file to a new version, it makes it harder to interact with your mods when using the Vortex mod manager.
does this mod block the interaction between magical ambush and casting from scrolls/items? learned spells like vicious mockery impose disadvantage like expected, but scrolls and items do not
Could remove the magic school restrictions while keeping the rest of the class vanilla? Also thank you for adding this feature to your fighter enhanced mod.
48 comments
Mod index available here
Can you add a version that uses Shadow Blade from 5espell? I'm trying to leverage the potential of this class with some spell balance mods. For example, some balance adjustments that remove the focus requirement of Shadow Blade in the 5e version, allowing the Arcane Trickster to focus on some other spells to assist his melee attack and control.
Hypnotic Gaze may have great potential with some balance mods, but it is not a spell and cannot be supported by the Arcane Trickster's Trick Ambush passive. I wonder if you can modify the passive to support this skill to increase the control rate?
I've always wanted to play a rogue like this. He's better at messing with his enemies through disruption and control than dealing damage directly.It's a pity that he's so limited in the game.
I like how you've changed this class by giving him more appropriate disruption abilities. Instead of simply turning him into a full spellcaster to use spells to directly damage enemies. Now it's just a matter of making these abilities work together, and it'll be perfect!
And in general, is this also true for other conflicts? Say I have a mod that makes changes to numerous spells (let's call it Mod A), then a mod that changes only a single spell (let's call it Mod B). If Mod B is loaded later than Mod A, does it only override the changes to that particular spell from Mod A or will it create any other issues?
In general, conflicts occur when two mods attempt to change the same thing, which is what load orders are for. The mod loaded last will take priority.
In BG3 there are methods of allowing multiple mods to change the same thing, which is why you'll sometimes see mod authors mention conflicts with mods that change a specific part of a thing, such as Adjustable Shove-Pull Targeting being incompatible with any other mod that changes the distance Shove will move characters.
Hopefully this answers your question :)
beijing17:30 i take that back, there is a mod that gives the trickster's mage hand an extra buffing uwu <=idiot
It was just enough extra oomph to make it fun, but not so much as to make it over powered. The subclass is still less powerful than most others, but it was actually really fun with the extra toolkit this mod provides combined with 5e spells. Perfect.
I went through all your mods and downloaded a few. We seem to have the same approximate taste. Glad you're making mods.
More oomph but not OP was the goal, I hope I hit it ok
she was probably my least powerful character, but the most fun so far. I just love the Gish builds.