I am so happy that everyone is having a blast with this class ^_^
More mutations will be added over time to allow more creative and fun builds. Feel free to pitch your mutation ideas or balancing suggestions in the Forum.
I would like to reiterate that this mod is built in such a way that it will not break when you update your game, nor it will cause conflicts with other mods. It is completely independent and can be safely updated for new mutations at any time.
Welcome back and any chance to balance out the mutation u get per lvl, think getting 1 every 5 lvls will make it so ppl have to build and pick wisely for there mutant stuff, as it is now u can basically get all the good ones lol
For some reason Major Shield worked for a few hours, the shield came back to the character that had it but it suddenly didn't in a random combat and since then everytime I make the character throw the shield it stays on the ground. I tried saving and reloading, closing and reopening the game, closing and moving your mod to the bottom of my load order in BGMM or even respec the whole character to redo the build, nothing worked.
I see a bug of the sort have been reported and is flagged as fixed but it is happening on my end :(
It is a real bummer because the idea of throwing the shield is something I really like for this character.
My character is multiclassed: Lore bard, Battle Master Fighter and Mutant, fighter is the level 1 start.
Would you have any idea on how to find the reason behind this bug appearance?
I looked at the code again and I can't see what could be causing this. It should be noted the shield needs to equipped once before you start to use it as a throwable weapon. Did you do that?
The level 8 ability gives expertise insight, x-factor ability also gives expertise insight. I'd consider changing one of these to give expertise in something else. It can be useful for folks that don't go 8+ in Mutant to be able to grab but it also makes the ability a little meh for 8+ in mutant builds.
One of the abilities is meant to set attributes to 20 but in game it gives me 20 on top of whatever they are at. Maybe redesign to a +4 to all attributes instead regardless of their current values? So even if someone were already at 20+ it'd give them 24+.
Phoenix State Dark is meant to restore spell slots. This doesn't seem to work for me?
Levels 13 and 14 are extremely feelsbadman... I get what you're going for but mayhaps grant a mutation at both these levels in addition to the HEAVY negatives you're applying. I still want to play the game with the character xDD These 2 levels make that... rough.
I'd add the 4th Phoenix State from Control Phoenix (Ascended Mutant) as a spoil inside the spoil. Just to alert people to what it does. As they may wish to have built with it in mind.
On a more personal note I like combining this with the feat version of the Adventurer class. So I'd very much enjoy it if you could make an addon that gives a feat at every level.
That's all I got for you. It is a really cool class mod to play solo honour mode, as it is rather OP lol. Hope you'll return and update with more mutations someday!
Oooooh another thought. Maybe a mutation that lets you choose a number of other mutations to give yourself until a long rest. Potentially as a "subclass" ability or just in the lineup with the others. Turn the "build your class as you go" theme up to an 11 >:D
I like the mod but now sometimes when I level up I can't level up anymore as a mutant because it still says choices pending, even after I choose a mutation. So far this has happened for me when I've gotten to level 3 and I'm not sure how to fix it.
really cool mod, having the ability to choose passives and actives from some of our favorite x-men to make our own is just an awesome and creative idea. i think you nailed the progression.
I'm having kind of strange issue and I was wondering if anyone was experiencing the same thing. Not an issue with the mod, per se, that works great, but on the Level Up screen I'm unable to scroll down and see any of the mutations after Shadow Crawler. It was working at one point, but just stopped one day. Does anyone have any recommendations?
181 comments
More mutations will be added over time to allow more creative and fun builds. Feel free to pitch your mutation ideas or balancing suggestions in the Forum.
I would like to reiterate that this mod is built in such a way that it will not break when you update your game, nor it will cause conflicts with other mods. It is completely independent and can be safely updated for new mutations at any time.
Level 16
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 17
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 18
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 19
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 20For some reason Major Shield worked for a few hours, the shield came back to the character that had it but it suddenly didn't in a random combat and since then everytime I make the character throw the shield it stays on the ground. I tried saving and reloading, closing and reopening the game, closing and moving your mod to the bottom of my load order in BGMM or even respec the whole character to redo the build, nothing worked.
I see a bug of the sort have been reported and is flagged as fixed but it is happening on my end :(
It is a real bummer because the idea of throwing the shield is something I really like for this character.
My character is multiclassed: Lore bard, Battle Master Fighter and Mutant, fighter is the level 1 start.
Would you have any idea on how to find the reason behind this bug appearance?
The level 8 ability gives expertise insight, x-factor ability also gives expertise insight. I'd consider changing one of these to give expertise in something else. It can be useful for folks that don't go 8+ in Mutant to be able to grab but it also makes the ability a little meh for 8+ in mutant builds.
One of the abilities is meant to set attributes to 20 but in game it gives me 20 on top of whatever they are at. Maybe redesign to a +4 to all attributes instead regardless of their current values? So even if someone were already at 20+ it'd give them 24+.
Phoenix State Dark is meant to restore spell slots. This doesn't seem to work for me?
Levels 13 and 14 are extremely feelsbadman... I get what you're going for but mayhaps grant a mutation at both these levels in addition to the HEAVY negatives you're applying. I still want to play the game with the character xDD These 2 levels make that... rough.
I'd add the 4th Phoenix State from Control Phoenix (Ascended Mutant) as a spoil inside the spoil. Just to alert people to what it does. As they may wish to have built with it in mind.
On a more personal note I like combining this with the feat version of the Adventurer class. So I'd very much enjoy it if you could make an addon that gives a feat at every level.
That's all I got for you. It is a really cool class mod to play solo honour mode, as it is rather OP lol. Hope you'll return and update with more mutations someday!
Oooooh another thought. Maybe a mutation that lets you choose a number of other mutations to give yourself until a long rest. Potentially as a "subclass" ability or just in the lineup with the others. Turn the "build your class as you go" theme up to an 11 >:D
amazing job
-cheers