Hey, I like this mod. So much so that LillyBird and I included it in Listonomicon. "Listo" is a Wabbajack-powered mod list, that works almost identically to Nexus Collections but uses a community alternative to Vortex to help users download mods from Nexus, put them in the correct order, and prepare their game to play. No mods are repacked, stolen, or distributed directly - users are still directed here, just like with Collections, to download from your Nexus page and ensure you are given the proper download credit.
Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.
You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."
If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
I was also wondering if this touches the passives. There's a vanilla bug where some of them use hard-coded values instead of RageDamage. I have a mod that fixes it by overwriting them:
new entry "TotemSpirit_Bear_Rage_Boosts" type "PassiveData" using "Rage_Rage_Boosts" data "DisplayName" "ha944ea38gf571g4c04ga6a0g6fa68c45daa3;1" data "Description" "h3742a180g28bcg41f8gaaabgdf0f7a40aaef;1"
It's just an example. You could either a) preface it with
IF(HasStatus('RAGE_TOTEM_BEAR')): and do the same thing for the other four or b) make a shadow status to keep track of the timer, e.g.,
new entry "DWB_RAGE_TIMER" type "StatusData" data "StatusType" "BOOST" data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator"
Thanks — the problem is that I'd like to change that in the `UnlockSpellVariant` call, but `ModifyStatusDuration` isn't documented and there aren't any other examples in the native code for reducing a status duration (the only example is Metamagic: Extended Spell), so I don't know what the right API syntax is. I expected it to be something like `ModifyStatusDuration(Override, Target.RAGE_TOTEM_BEAR.Duration)`, but I wasn't able to make it happen. Kudos if you're able to help me figure out that method signature!
I'm not sure. You could try `Additive` or `AdditiveBase` and `10-Target.RAGE_TOTEM_BEAR.Duration`. I've also noticed that sometimes `Target` is omitted, but it's not clear why. But like you said, the only example in the native code is `ModifyStatusDuration(Multiplicative,2)`. Maybe `ModifyStatusDuration(Multiplicative,Target.RAGE_TOTEM_BEAR.Duration/10)`?
I also noticed this while poking around:
data "TargetConditions" "Character() and HasStatus('MAG_FROST', context.Target) and GetStatusDuration('MAG_CHARGED_LIGHTNING', context.Target) >= 3" Not directly relevant to this mod, but if `>=` type operators work, that opens up a world of possibilities.
could just add a conditional to each rage(or just the container?) so that you cant begin a rage if you have any other rage going to prevent freely swapping between them(that is, require manually ending them before raging again)
least as an optional version to keep slightly more vanilla
alternatively i guess just add a once per combat cooldown to unrelenting ferocity
In my opinion, the ability to swap between Rages is a huge part of the game feel for this change, so I'd prefer not to introduce a new variant, especially since that's a very easy rule to self-impose.
I considered adding a cooldown to Unrelenting Ferocity, but I think I'd actually sooner remove the restrictions altogether. It heals you for 1d8 + Constitution modifier, which means its effective value is somewhere between the basic and greater and healing potions. Since it costs an action and the healing potions only cost a bonus action (and can be thrown twice with Extra Attack for an AoE heal as an action), I can't anticipate any scenarios where Unrelenting Ferocity is ever remotely threatening to game balance.
For sure. I've noodled a bit on whether I should put together a "Wildheart Perfection" mod, inspired by Syrchalis's Druid QoL + Druid Perfection mods, which would attempt to rebalance the different totems more. Since Bear Heart is already deeply the strongest / most versatile totem, I'm not that interested in touching up Unrelenting Ferocity, even if it's pretty bad at the moment.
In my notes, my latest idea for how I'd change it is to actually remove Unrelenting Ferocity altogether and replace it with something like Goading Roar, but the other totems would need significant buffs to justify a change that powerful.
I think this mod is a great idea and much more fun than vanilla without being unbalanced. This mod bring so many more opportunities and ways to play and really rewards creativity. Even with this mod I don't feel like wildheart is superior to berserker because berserker already felt slightly better and this bring them more on par. I tested it and works perfect. Endorsed.
Thank you! Completely agreed — I wanted to make Wildheart better, but it feels totally justifiable to me because I don't think it changes its standings in balance. Wildheart is still the second strongest subclass, but with these changes, hopefully the most fun one.
You're right, on table top this idea might play more seamlessly. When put into video game format (that can't go past 12) it feels like you've been dealt a bad hand, and you only realize later.
Thanks! Totally agreed. If each totem was a bit better balanced, and offered a significant amount of variation, this wouldn't be necessary, but since they're relatively minor differences, it feels better to think of them as "stances".
While this would be insane in 5e, for BG3 it is instead more a lovely quality of life change, and I think you had a brilliant idea. Well made, Armarui~
Thank you! I'm finding it a lot more fun than vanilla, and I hope you are too. I don't play TT often, but might try to get this homebrewed next time I do.
26 comments
Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.
You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."
If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
*chef's kiss*
Tho i have a question, what happens if we use rage and choose the same animal ? or another question; will the same animal be choosable or not ?
Restrictions are bad mostly i know it but same animal can't be choosable kind of restriction should be there imo.
ApplyStatus(RAGE_TOTEM_EAGLE,100,Target.RAGE_TOTEM_BEAR.Duration)
I was also wondering if this touches the passives. There's a vanilla bug where some of them use hard-coded values instead of RageDamage. I have a mod that fixes it by overwriting them:
new entry "TotemSpirit_Bear_Rage_Boosts"
type "PassiveData"
using "Rage_Rage_Boosts"
data "DisplayName" "ha944ea38gf571g4c04ga6a0g6fa68c45daa3;1"
data "Description" "h3742a180g28bcg41f8gaaabgdf0f7a40aaef;1"
IF(HasStatus('RAGE_TOTEM_BEAR')):
and do the same thing for the other four or b) make a shadow status to keep track of the timer, e.g.,
new entry "DWB_RAGE_TIMER"
type "StatusData"
data "StatusType" "BOOST"
data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator"
I have a fix for that bug with rage passives in my Barbarian Quality of Life mod!
I also noticed this while poking around:
data "TargetConditions" "Character() and HasStatus('MAG_FROST', context.Target) and GetStatusDuration('MAG_CHARGED_LIGHTNING', context.Target) >= 3"
Not directly relevant to this mod, but if `>=` type operators work, that opens up a world of possibilities.
least as an optional version to keep slightly more vanilla
alternatively i guess just add a once per combat cooldown to unrelenting ferocity
I considered adding a cooldown to Unrelenting Ferocity, but I think I'd actually sooner remove the restrictions altogether. It heals you for 1d8 + Constitution modifier, which means its effective value is somewhere between the basic and greater and healing potions. Since it costs an action and the healing potions only cost a bonus action (and can be thrown twice with Extra Attack for an AoE heal as an action), I can't anticipate any scenarios where Unrelenting Ferocity is ever remotely threatening to game balance.
that way it prevents possible 'exploiting', hurts the barb action economy less and improves the piddly heal
In my notes, my latest idea for how I'd change it is to actually remove Unrelenting Ferocity altogether and replace it with something like Goading Roar, but the other totems would need significant buffs to justify a change that powerful.
You're right, on table top this idea might play more seamlessly. When put into video game format (that can't go past 12) it feels like you've been dealt a bad hand, and you only realize later.