This mod should be compatible with other mods as long as they don't modify the progression table for 1st level Paladins.
If you encounter any issues or bugs, please make a bug report rather than a comment so I don't have to move it manually. Also, please make sure you read the Potential Issues/Disclaimers section of the mod description before making a report—thanks! 😊
Is this mod compatible with other mods? Yes. Unless it changes the Paladin progression table for level 1, it should be compatible. If another mod does change the progression table, i.e. it's another Paladin related mod, I recommend using Compatibility Framework, which allows compatibility between subclasses. Any issues related to that mod should be directed to its comments section. This mod features innate support for that mod, and requires Script Extender to function.
Why doesn't the subclass show up in character creation? You probably either: 1) Didn't install it properly. Take a look at the installation guide at the end of the mod description. or 2) Haven't updated all your mods. Make sure that ImprovedUI and Script Extender in particular are up-to-date. or 3) Have other mods that overwrite it. Please place Community Library at the very top of your load order, Compatibility Framework at the very bottom. If that doesn't work, try placing this mod further down in the load order. If the problem still persists, disable all other addons except the ones required by this mod, enable your mods one by one, and see which one is causing the issue.
X happens when I do Y, even though it shouldn't. Why? Your other mods are most likely causing a conflict. The first thing you would need to do is to update each and every single one of your other mods to make sure they're not the ones causing the problem. If you've done that and the issue persists, try respeccing out of this subclass before updating it, then respec back. If that doesn't help, disable all mods apart from the required ones and enable your them one by one to see which one is causing problems. Once you've done that and the issue still persists, you are welcome to open a bug report.
My mods are designed to be as non-dependent on other mods as possible, and I'm not responsible for issues appearing when playing with multiple mods. I will not go out of my way to accommodate or implement workarounds to make it compatible with mods other than the ones listed in the Required files section. If the authors of other mods that cause conflicts wish to do so, they may.
Can you make a version where everything is unlocked by the time you reach level 12? No.
Will you make a custom class icon? I demand a custom subclass icon/I can't stand seeing a skull icon. I have no such plans at the moment. We'll see if I have the time and energy to spare in the future. The skull icon is a mod conflict. Read about those above and please do not bother writing a comment before you've read it.
This class still abides by vanilla Paladin oathbreaking rules, so doing evil stuff will cause it to break. Seems like there's still no way to remove existing oathbreaking flags—just to add more.
Hi I wanted to try changing the Bleak Walkers tag UUID (173accce-7ac8-4361-a8c1-1db1df59f5a3) for the Vengeance tag (a1aa47b2-4d0a-4c97-931b-2c53353d5b23). This seems straightforward except that I cannot find the "Tags" folder that the ClassDescriptions.lsx file would be under. Where is the "Tags" folder located? Is it a folder or have I misunderstood lol. Thanks [sorry if this was posted twice I'm having connectivity issues]
Not 100% sure I understand what you're asking, but if you want to change the Bleak Walkers tag to Vengeance you just need to change 173accce-7ac8-4361-a8c1-1db1df59f5a3 to a1aa47b2-4d0a-4c97-931b-2c53353d5b23 at the bottom of ClassDescriptions.lsx. The Tags folder just contains the Bleak Walkers tags and don't do much on their own!
The animation works well with frenzy/barbarian rage - noticed also you used the same DAT anyway so.... idk what is the problem lmao. GOnna try adding in other attributes from the frenzy/barbarian rage to the avatar shout and see what sticks.
Huh, weird. So removing the Sheathing didn't do it, or changing it to something else? I haven't had the chance to try myself yet, but will dive into it when I can. Let me know if you find something else out!
I have two ideas that i wanna try but cant cuz im still at work - 1. how about adding the Using "Rage" line so it will use inheritance... 2. Adding sg_rage as grouping similar to rage/frenzy
This is really messing up man ahaha cuz i really like the idea for the shout
new entry "AVATAR_OF_BLEAK_WAR" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "hbc5eb4d1gc37eg4fe0gb32fg373a837966d2;1" data "Description" "h78fd2f2fg0d06g4f42g810eg993a3c28fe19;1" data "DescriptionParams" "DealDamage(1d10,Necrotic)" data "Icon" "Icon_AvatarofBleakWar" data "SoundLoop" "Spell_Status_Rage" data "SoundStop" "Spell_Status_Rage_Stop" data "StatusSoundState" "7adcc1d1-6d19-4480-bc2e-0913164285ca" data "StackId" "AVATAR_OF_BLEAK_WAR" data "FormatColor" "Blackrock" data "Boosts" "Tag(VFX_RAGE);Resistance(Slashing,Resistant);Resistance(Piercing,Resistant);Resistance(Bludgeoning,Resistant);IF(IsWeaponAttack() or IsUnarmedAttack()):DamageBonus(1d10,Necrotic);Attribute(ForceMainhandAlternativeEquipBones)" data "TickType" "StartTurn" data "AuraRadius" "2" data "AuraStatuses" "IF(Enemy()):ApplyStatus(AVATAR_OF_BLEAK_WAR_FEAR)" data "OnApplyFunctors" "ApplyStatus(AVATAR_OF_BLEAK_WAR_VFX,100,10)" data "OnRemoveFunctors" "RemoveStatus(AVATAR_OF_BLEAK_WAR_VFX)" data "StatusEffect" "30fd26c7-1a1e-4328-9a9a-38c0f55be597" data "DynamicAnimationTag" "b6aa23c3-c96d-42d5-8ffa-8d441d18faa7" data "StatusGroups" "SG_Rage;SG_RemoveOnRespec"
hey so i really love this mod, but are there any ways to break my oath yet? Cause im doing Durge and for Dialoge i think its better if you have the Oathbreaker Options. Can I break my oath and if I can how?
It's possible to break your oath if you abide by what I assume is default Paladin oathbreaking rules. There are probably numerous guides out there on what makes you break your oath, so give those a look :)
I know that you're wanting to use your own tag for this, but is there any way to force it to use the oath of vengeance for now (either on user end or yours)? I have intimidation proficiency from this class, but with whatever is being used here intimidating also breaks my oath, which is so not ideal. I know that, as you've mentioned, oathbreaker events are hard-coded to the class, but I SWEAR when I did an oath of vengeance playthrough I intimidated people all the time without this happening.
I'm honestly not sure whether or not simply adding the tag actually works, since I haven't really done a proper playthrough doing so myself. If you want to try it out you can simply exchange the Bleak Walkers tag UUID (173accce-7ac8-4361-a8c1-1db1df59f5a3) with the Vengeance one (a1aa47b2-4d0a-4c97-931b-2c53353d5b23) in the ClassDescriptions.lsx file, under "Tags." If you do, let me know if it works :)
Heya! Great work on making your own subclass for Paladins, I'm trying this out for a tactician playthrough right now and loving it. Quick question though: what's your vision for a class icon if you had to pick one? I know you floated the idea that the icon for Vengeance fits fine, but I was thinking the same gold shield motif, but instead the center is a flaming face emblazoned on the shield with a rage/battle ready emotion? I do art so maybe I could think up something in my free time? XD
Thank you—I'm glad to hear that! 😊 In all honesty, I'm not sure how to implement custom icons that won't overwrite icons from other subclasses. As far as I'm aware, you'd have to run it by Djmr to incorporate it into ImprovedUI, but if there's another way to do it now, go ahead and give it a shot. If I was to make one myself I'd probably have a bloodied weapon or a plate helmet or something!
Hellooo, I am running a new game and chose to do Dark Urge Paladin with a mod that allows me to chose my deity, I picked Bhaal. I downloaded this mod thinking it would allow me to kill without breaking an oath since the premise behind this subclass is an evil paladin. First time I go to use it, killing Gale, it breaks the oath. That's a vanilla Durge option, and then again it broke oath (I reloaded and saved Gale instead to test) when you approach and kill the tieflings who hold Laezel captive. Is murdering people not wired into keeping your oath as an evil paladin? Sorry if I missed something, english is not my first language.
EDIT: It seems no dark urge options allow for your oath to remain in tact.
Yeah, I just had my oath broken because I lied to the tieflings to get her down.. I feel like Bleak Walkers would be fine with deception in that situation. Since they were not aggressive to you at the start. Bleak Walkers are not necessarily evil, they just give no quarter when unleashed.
The problem with creating evil-aligned Paladin subclasses in BG3 is that oathbreaking events seem to be hard-coded into the Paladin class rather than the subclasses. That means it's currently not possible to remove those to implement others, since you can only add more events. NellsRelo is looking into this to see if there's a way to remove them altogether, but as of right now, there's no way to properly play an evil Paladin without breaking your oath. In those events you'll have to make sure to use another character in those dialogues/cinematics so that the Paladin isn't the one who does them, if you want to keep your oath intact.
Thank you as always for making these mods (think i've used almost all of yours so far!); however I am unable to see any special animations for Black Flames. I can confirm that I have VFX library as the 2nd mod in my load order and is above this one and have modfixer. Is this a known issue or perhaps just a Mac limitation?
93 comments
This mod should be compatible with other mods as long as they don't modify the progression table for 1st level Paladins.
If you encounter any issues or bugs, please make a bug report rather than a comment so I don't have to move it manually. Also, please make sure you read the Potential Issues/Disclaimers section of the mod description before making a report—thanks! 😊
Is this mod compatible with other mods?
Yes. Unless it changes the Paladin progression table for level 1, it should be compatible. If another mod does change the progression table, i.e. it's another Paladin related mod, I recommend using Compatibility Framework, which allows compatibility between subclasses. Any issues related to that mod should be directed to its comments section. This mod features innate support for that mod, and requires Script Extender to function.
Why doesn't the subclass show up in character creation?
You probably either:
1) Didn't install it properly. Take a look at the installation guide at the end of the mod description.
or
2) Haven't updated all your mods. Make sure that ImprovedUI and Script Extender in particular are up-to-date.
or
3) Have other mods that overwrite it. Please place Community Library at the very top of your load order, Compatibility Framework at the very bottom. If that doesn't work, try placing this mod further down in the load order. If the problem still persists, disable all other addons except the ones required by this mod, enable your mods one by one, and see which one is causing the issue.
X happens when I do Y, even though it shouldn't. Why?
Your other mods are most likely causing a conflict. The first thing you would need to do is to update each and every single one of your other mods to make sure they're not the ones causing the problem. If you've done that and the issue persists, try respeccing out of this subclass before updating it, then respec back. If that doesn't help, disable all mods apart from the required ones and enable your them one by one to see which one is causing problems. Once you've done that and the issue still persists, you are welcome to open a bug report.
My mods are designed to be as non-dependent on other mods as possible, and I'm not responsible for issues appearing when playing with multiple mods. I will not go out of my way to accommodate or implement workarounds to make it compatible with mods other than the ones listed in the Required files section. If the authors of other mods that cause conflicts wish to do so, they may.
Can you make a version where everything is unlocked by the time you reach level 12?
No.
Will you make a custom class icon? I demand a custom subclass icon/I can't stand seeing a skull icon.
I have no such plans at the moment. We'll see if I have the time and energy to spare in the future.
The skull icon is a mod conflict. Read about those above and please do not bother writing a comment before you've read it.
that the ClassDescriptions.lsx file would be under. Where is the "Tags" folder located? Is it a folder or have I misunderstood lol. Thanks
[sorry if this was posted twice I'm having connectivity issues]
1. removing the weapons aka just bein fisticuffs, makes the animation stable in rage.
2. its not removing sheathing attribute causing it
This is really messing up man ahaha cuz i really like the idea for the shout
new entry "AVATAR_OF_BLEAK_WAR"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hbc5eb4d1gc37eg4fe0gb32fg373a837966d2;1"
data "Description" "h78fd2f2fg0d06g4f42g810eg993a3c28fe19;1"
data "DescriptionParams" "DealDamage(1d10,Necrotic)"
data "Icon" "Icon_AvatarofBleakWar"
data "SoundLoop" "Spell_Status_Rage"
data "SoundStop" "Spell_Status_Rage_Stop"
data "StatusSoundState" "7adcc1d1-6d19-4480-bc2e-0913164285ca"
data "StackId" "AVATAR_OF_BLEAK_WAR"
data "FormatColor" "Blackrock"
data "Boosts" "Tag(VFX_RAGE);Resistance(Slashing,Resistant);Resistance(Piercing,Resistant);Resistance(Bludgeoning,Resistant);IF(IsWeaponAttack() or IsUnarmedAttack()):DamageBonus(1d10,Necrotic);Attribute(ForceMainhandAlternativeEquipBones)"
data "TickType" "StartTurn"
data "AuraRadius" "2"
data "AuraStatuses" "IF(Enemy()):ApplyStatus(AVATAR_OF_BLEAK_WAR_FEAR)"
data "OnApplyFunctors" "ApplyStatus(AVATAR_OF_BLEAK_WAR_VFX,100,10)"
data "OnRemoveFunctors" "RemoveStatus(AVATAR_OF_BLEAK_WAR_VFX)"
data "StatusEffect" "30fd26c7-1a1e-4328-9a9a-38c0f55be597"
data "DynamicAnimationTag" "b6aa23c3-c96d-42d5-8ffa-8d441d18faa7"
data "StatusGroups" "SG_Rage;SG_RemoveOnRespec"
this should probably fix it my dude.
TemplateAddTo("87b78b4d-c15e-4a68-ab52-d9ef30af5d07", GetHostCharacter(), 1)
I downloaded this mod thinking it would allow me to kill without breaking an oath since the premise behind this subclass is an evil paladin.
First time I go to use it, killing Gale, it breaks the oath. That's a vanilla Durge option, and then again it broke oath (I reloaded and saved Gale instead to test) when you approach and kill the tieflings who hold Laezel captive. Is murdering people not wired into keeping your oath as an evil paladin? Sorry if I missed something, english is not my first language.
EDIT: It seems no dark urge options allow for your oath to remain in tact.
from the wiki: