Q: Can I install the mod in the middle of the playthrough? A: You can do this. However, the changes will not apply to locations you have already visited, as the static loot lists for them have already been generated. The traders you visit will also have predetermined loot (but will start adding random loot if you take 2-3 long rests).
All past updates are now located in this sticky
Spoiler:
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Update 2.2.0
No longer requires Script Extender - FED is now used for item distribution
Fixed missing text for Shattered Sun Vest
Removed 'Unique' Tag from items
If you aren't already using the Mod.io version - the UUID for the mod is different - Start a new save before updating.
Update 2.1.0
Update for Patch 7, Removed Mod Fixer
Update 2.0.0
Combined Unarmed and Upgraded Acts 1-3 into a singular mod pack
All items in the tutorial chest are now in a chest to help reduce clutter, each act will be in a backpack within this chest
Added a new item to Act 3
Update 1.90
Changed loot system - Now uses Script Extender for better reliability
Custom Icons - adds a glow effect to items that are missing a glow to better represent its a magic item
Update 1.85
Adjusted code for items to be properly displayed in REL Generator
Update 1.8
Now 2 different versions for less confusion, REL or TT(Treasure Table) - No longer requiring both REL and TT to function, choose ONE version
Item values fixed - Some item values were less or more than what was intended
Update 1.7
New item added "Ox's Heart" Giving you +1 to Constitution, with it capping at 17
Reduced ability score cap for Ring of Monkey from 20 to 17
Fixed Ki Restoration animation on Amulet of Rekindled Spirit
Moved Staff of the Unyielding Tree to a different location due to the grove Hidden Vault bugging out sometimes (New location is updated under Locations spoiler
Update 1.6
Changed all item values to fit Larians standards (This way when Larian releases an update with price changes the prices of these items will also change)
Fixed Treasure Table file, removed the Unique Flag (When flagged "unique" the items were only available once generally in the Tutorial Chest)
For anyone playing with a mod list full of new magic items, and struggling to get the game to feel balanced, Zerd's RAW has an option to add attunement to BG3. You can match the tabletop limit of 3 items, or follow the Listonomicon example of a 5-item limit, or any more or less you think you need. To save you time unpacking every mod on Nexus so you can add modded items to the attunement list, I have made a file for GraphicFade's mods you can download/use/copy/modify/whatever. There are also files for about 31 other mods :)
Yes, I tend to release the mods on mod.io earlier than on nexus. Currently the rogue mod is released on mod.io and not nexus. On my other mod FED, it states the estimated project start dates.
So, I found two legendary costumes of monks, and I found that the effects of the two pieces of equipment on them will cover the original no-armor defense effect. Is this the purpose of their design? To limit its strength and avoid excessive AC?
Both legendary chest pieces overwrite the monks original unarmored-defense. In short - Shattered Sun Vest adds an additional +1 AC to Unarmored Defense, and Vestment of the Ascended Fist adds an additional +3 AC to your Unarmored Defense. This is to avoid excessive AC.
Just to clarify, what will happen if I upgrade this from the previous Nexus version to the latest version which matches the mod.io version UUIDs on an existing save?
Would it just do something like duplicate the items or would it break the save entirely?
It is a very good thing you decided to get rid of 5e spells dependency in your equipment mods. The number of spells in base game is high enough as it is.
This might be a conflict with mods on my part, and not part of this mod, but I am unable to equip the "Vestment of the Ascended Fist" as well as the "Gloves of the Iron Fist", but I am able to equip the "Mask of the Mind's Barrier". Not sure what could be causing this issue. I tried unequipping all my current gear before putting it on, and it didn't work. Neither did restarting the game. Any ideas for other things to try?
Edit: I think I know the problem. I went to try some of the other armor added in this mod, and "Shattered Sun Vest" also said it was unequippable, but it gave a reason "Only a Monk can use this item". I am using a modded class that is not a monk but uses many similar features (Flurry of Blows, unarmed strikes, Unarmoured Defence, etc.) so I'd really like to be able to use this armor. Would you be at all willing to remove class restrictions from the armor for use in modded classes?
I will not be removing the class restriction on legendary items. It's also stated in the description that the legendary items are specific to monk. If you want to use the item, multiclass into monk for 1 level - that's the only available solution.
Right now I use the 3 separate mods, and I would like to ask if it would be safe to replace those Act 1-3 versions with this combined version. Or would it be better to use the new combined version a different time?
69 comments
A: You can do this. However, the changes will not apply to locations you have already visited, as the static loot lists for them have already been generated. The traders you visit will also have predetermined loot (but will start adding random loot if you take 2-3 long rests).
All past updates are now located in this sticky
Update 2.2.0
- No longer requires Script Extender - FED is now used for item distribution
- Fixed missing text for Shattered Sun Vest
- Removed 'Unique' Tag from items
- If you aren't already using the Mod.io version - the UUID for the mod is different - Start a new save before updating.
Update 2.1.0
- Update for Patch 7, Removed Mod Fixer
Update 2.0.0
- Combined Unarmed and Upgraded Acts 1-3 into a singular mod pack
- All items in the tutorial chest are now in a chest to help reduce clutter, each act will be in a backpack within this chest
- Added a new item to Act 3
Update 1.90
- Changed loot system - Now uses Script Extender for better reliability
- Custom Icons - adds a glow effect to items that are missing a glow to better represent its a magic item
Update 1.85
- Adjusted code for items to be properly displayed in REL Generator
Update 1.8
- Now 2 different versions for less confusion, REL or TT(Treasure Table) - No longer requiring both REL and TT to function, choose ONE version
- Item values fixed - Some item values were less or more than what was intended
Update 1.7
- New item added "Ox's Heart" Giving you +1 to Constitution, with it capping at 17
- Reduced ability score cap for Ring of Monkey from 20 to 17
- Fixed Ki Restoration animation on Amulet of Rekindled Spirit
- Moved Staff of the Unyielding Tree to a different location due to the grove Hidden Vault bugging out sometimes (New location is updated under Locations spoiler
Update 1.6
- Changed all item values to fit Larians standards (This way when Larian releases an update with price changes the prices of these items will also change)
- Fixed Treasure Table file, removed the Unique Flag (When flagged "unique" the items were only available once generally in the Tutorial Chest)
Update 1.5
- Now uses REL - Randomized Equipment Loot (Optional TreasureTable mod if you don't want to use REL)
- New item added, Ember's Fist - Allows the use of Fire Bolt cantrip, once per short rest (Provides a ranged attack for monks)
- New item added, Helm of Spirit Reach - Increases unarmed attack damage, range and gives +1 bonus to unarmed attack rolls
- Adjusted Staff of the Unyielding Tree ability Writhing Roots, Reducing strength saving throw from 14 to 12
Update 1.2On my other mod FED, it states the estimated project start dates.
Would it just do something like duplicate the items or would it break the save entirely?
I wasn't using the mod.io version before. Is it still safe to update to the latest version?
Edit: I think I know the problem. I went to try some of the other armor added in this mod, and "Shattered Sun Vest" also said it was unequippable, but it gave a reason "Only a Monk can use this item". I am using a modded class that is not a monk but uses many similar features (Flurry of Blows, unarmed strikes, Unarmoured Defence, etc.) so I'd really like to be able to use this armor. Would you be at all willing to remove class restrictions from the armor for use in modded classes?
Do I need those mods for this mod to work, or just SE will do the work?