Patch 1 didn't change really anything as far as mod is concerned, but I did use it as an opportunity to clean it up. And by clean up, basically remade from scratch.
The mod is now modular and seriously trimmed down for max compatibility.
The "everything light" and "dw everything" are now optional addons, to be loaded after the main mod. They will also work by themselves, if that's what you're after.
I have also removed ranged weapons from the 2h ranged weapons from the mod entirely. They're just a mess and now meant to be in the mod anyway.
Haven't had a chance to really test them yet, but the edits are still the original mod, just cleaned up.
Kharneth's Weapons Oils nay work it was last updated in Feb 20th and the second picture shows that it can change the traits on the faith breaker so at the very least should work on vanilla items. No one on the mod has commented that its not working/working, if this one doesn't work for me that's going to be my second attempt Maybe that might work. haven't tried it yet myself yet so sorry if this is a dead end.
Edit: forgot to mention I dont think it allows of the offhand skills
Hello! First of all, thank you for this! I was searching for these options for a while.
I wanted to be able to use two quarterstaffs (versatile weapons) without having to take the Dual Wielding Feat. It seemed to me that your optional mods were the answer to that, but I can't make the mods work. It appears inactive (disabled) in the mod manager of the game, and I can't enable them.
I have the Mod Configuration Menu (https://www.nexusmods.com/baldursgate3/mods/9162) installed, and it tells me that the UUIDs for the optional mods are invalid. I didn't download the main file because I didn't wanted more changes in the game.
If I unistall the optional files, everything else works. It has something to do with Patch 7 compatibility?
I have another mod that changes the DW combat. https://www.nexusmods.com/baldursgate3/mods/4500?tab=posts
I've tried it in the load order sometimes before, sometimes after and my abilities that are supposed to be performed with both weapons, according to this mod, don't do so. So the damage or anything is not higher, or anything that would indicate that this mod works here.
The other mod does its job, but this one doesn't.
What's your situation? Or have I misunderstood the mod?
You don't get 2x any weapon ability, but the damage of the off hand should be included, or what exactly is different? I somehow don't see any difference.
Late to the party, but, fwiw there's also TumblimgLemming & ForgottenGod's "Better Dual-Wielding SE". Siael's mod (your link) does pretty much the same thing as Better Dual-Wielding SE, but takes a bit different route... maybe try replacing Siael's with this alternative & test alongside Stozzy's mod?
¯\_(ツ)_/¯
I suspect, however, that this mod needs some updating by Stozzy to be fully functional... It's been a year+, lots of Updates & major Patches & Hotfixes & whatnot since then, and iirc Stozzy had some planned additional functionality (but it has yet to show). I run lots of different extra attack edit mods, and I haven't been able to get this to place nice in the sandbox with the other kids since Patch 3 or Patch 5?
Edit: Oops, I see below that Stozzy has already clarified about what still works & dev path & whatnot, so I will shut up now.
Thought I would ask if there is a way to get this mod to work on nearly all modded weapons. I cam across some modded weapons that even with the DW 2 handed weapons, they don't get that effect. Some some 2 handed weapons are dual wieldable while others aren't. Is there a way to have the effect to apply to all?
works, just not with other mods that change weapons, new or old, at all. updates are comin, though not really needed. more to polish up and try and improve compatibility.
Is there any chance you could have an add-on to make all versatile weapons dual-wieldable? I really wanna dual wield mauls for Minsc, I think it'd be cool to see him rockin two hammers.
This mod appears to be incompatible with Arsenal Overhaul unless you load this above that mod I do not yet know if this will prevent this mod from working or not, but if I keep it below the arsenal mod the passives added by that mod are removed.
Because of the way the weapon edits work, I don't see any way to make them compatible. The entire weapon entry is overwritten by one or the other. My edits either entirely scrap the "boosts" entry with a new edit, or change the individual "properties" entry.
Unless new/modded weapons skip both those lines, which 99% of the time they won't, compatibility just doesn't seem feasible. The only alternative is to get with the mod author and make a 'patch', which would essentially be me rewriting their entire mod with my edits to make the skill entries DW.
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The mod is now modular and seriously trimmed down for max compatibility.
The "everything light" and "dw everything" are now optional addons, to be loaded after the main mod. They will also work by themselves, if that's what you're after.
I have also removed ranged weapons from the 2h ranged weapons from the mod entirely. They're just a mess and now meant to be in the mod anyway.
Haven't had a chance to really test them yet, but the edits are still the original mod, just cleaned up.
Sadly it is not compatible with mods that alter weapons. Example being this mod ARSENAL OVERHAUL -- Weapon Viability Enhanced at Baldur's Gate 3 Nexus - Mods and community
Edit: forgot to mention I dont think it allows of the offhand skills
I wanted to be able to use two quarterstaffs (versatile weapons) without having to take the Dual Wielding Feat. It seemed to me that your optional mods were the answer to that, but I can't make the mods work. It appears inactive (disabled) in the mod manager of the game, and I can't enable them.
I have the Mod Configuration Menu (https://www.nexusmods.com/baldursgate3/mods/9162) installed, and it tells me that the UUIDs for the optional mods are invalid.
I didn't download the main file because I didn't wanted more changes in the game.
If I unistall the optional files, everything else works. It has something to do with Patch 7 compatibility?
I have another mod that changes the DW combat.
https://www.nexusmods.com/baldursgate3/mods/4500?tab=posts
I've tried it in the load order sometimes before, sometimes after and my abilities that are supposed to be performed with both weapons, according to this mod, don't do so.
So the damage or anything is not higher, or anything that would indicate that this mod works here.
The other mod does its job, but this one doesn't.
What's your situation?
Or have I misunderstood the mod?
You don't get 2x any weapon ability, but the damage of the off hand should be included, or what exactly is different?
I somehow don't see any difference.
Siael's mod (your link) does pretty much the same thing as Better Dual-Wielding SE, but takes a bit different route... maybe try replacing Siael's with this alternative & test alongside Stozzy's mod?
¯\_(ツ)_/¯
I suspect, however, that this mod needs some updating by Stozzy to be fully functional...
It's been a year+, lots of Updates & major Patches & Hotfixes & whatnot since then, and iirc Stozzy had some planned additional functionality (but it has yet to show). I run lots of different extra attack edit mods, and I haven't been able to get this to place nice in the sandbox with the other kids since Patch 3 or Patch 5?
Edit:
Oops, I see below that Stozzy has already clarified about what still works & dev path & whatnot, so I will shut up now.
updates are comin, though not really needed. more to polish up and try and improve compatibility.
Or is there a mod that allows for this?
I'm currently working on updates, and while they still work, still need some polish and balancing, and hopefully tied to a feat in the near future.
My edits either entirely scrap the "boosts" entry with a new edit, or change the individual "properties" entry.
Unless new/modded weapons skip both those lines, which 99% of the time they won't, compatibility just doesn't seem feasible. The only alternative is to get with the mod author and make a 'patch', which would essentially be me rewriting their entire mod with my edits to make the skill entries DW.