Could you make the touch spells for storm heralds use only a bonus action instead? At the moment most of them really aren't functionally useful in-game. For example, the touch spell for desert is literally just igniting your weapon, which you can do with the dip bonus action.
Hi mate, Im loving this mod and having a playthrough with it pairing it with stormbreaker and mjolnir mod to make a Thor playthrough. Love it. Tho i have some odd bug where if im starting as a barbarian, storm herald will be there but if starting as a fighter and multiclassing to barbarian storm herald won't be there. Whats causing it?
1. Are you using Compatibility Framework & Community Library? 2. For #1 above, CL should be your first mod in your load order, CF should be your last 3. Where is skullcrusher from? Is that modio? They might be using the P7 progression merging which completely messes up multiclassing.
Yes I do use Community Library, ImprovedUI and Compatibility Framework at the very bottom. The order is #0 ImprovedUI #1 Community Library #226(DeadLast) Compatibility Framework. The Skull Collector is actually from here https://www.nexusmods.com/baldursgate3/mods/13249
I have not. Will try it now. Thank you for the update, I will also let the author for Skull Collector of this issue and ask him the technicality of his mod to better understand what causing the issue
EDIT : The author of Skull Collector replied and said this;
"Hey, thanks for the note. You can let the Storm Herald author know it's not an issue with their mod (yet). If they're using Compatibility Framework (CF) on his mod, it should be good to go.
He is correct that I'm using Patch 7 merging. This is a known an issue with how BG3 handles merging multiple subclasses. Larian attempted to fix it in Patch 7, but failed to implement it properly so sometimes it does not play nice with others. Since releasing the mod, I have been made aware of the Compatibility Framework-which bypasses Larian's broken subclass merging. I'm still fairly new to the process, but I will look into what it would take to add CF to Skull Collector over the weekend.
As far as a potential remedy (I'm not sure it will work 100%), the best bet would be to put Skull Collector above the other classes in the load order. Hopefully, that will let SC load in as the base, and other CF mods will load in afterwards without being overrode. "
Nice mod, very flavourful for playing origin Karlach! I'd like to clarify one thing though. Level 6 feature specifies "grants certain benefits ... even when it has not been activated" Yet, when i play desert storm the touch action and resistance only appear when you activate rage for its duration. Is this the correct implementation considering the description?
I haven’t played the AG mod that’s already been released… what’s wrong with it? Bugs? My personal rule has always been not to release something that has already been made by someone else unless it’s not being updated anymore, though I do wish I had been able to make all of the barb subclasses :/
Good day, I was wondering if you could be persuaded to make a version of the mod for those of us who keep the LVL 12 cap by moving the LVL 14 Raging Storm ability to LVL 12 and a dummy LVL 13 for multiclassing.
I understand that a large part of your mods is “Rules as Written” so I understand if you do not want to do this but I figured it could not hurt to ask.
Its less rules as written and more that upkeeping multiple versions for bug fixes and enhancements is sorta a pain, and for game balance I just dont like moving abilities into earlier levels... seems like a cheat
I just finished to translate your mod and the number in the bracket [3] and [1] don't show any number but say Lightning or Fire. And i'm not able to translate them.
Any idea? Here are the english sentences and the pictures. Thanks !
Emanate a [2] radius stormy, magical aura that deals [3] damage to a creature you choose within the radius when you start your Rage.
Deal [1] damage to all other creatures within your Storm Aura.
has anyone figured out how to fix the load order of these subclasses in vortex yet? these mods a so well made and its a shame i cant use more then one per class
The piece that supports the multiple custom subclasses per class is Community Library + Compatibility Framework not familiar with vortex so not sure how to load those there :(
yeah i figured, im hoping someone els might know, strange thing is that vortex says that theres no conflict between any of the files so it wont let me change the load order, thanks for the fast response tho, and again, great mods, really great work! worst case scenario is i manually enable/disable the mods between save files but its probably worth it for these
In the "Mods" tab in Vortex you only set rules for files with the same name and thus conflicting with each other. If you want to change the load order you click on deploy, then change it in the "load order" tab.
Reading through this and it looks like an incredibly weak subclass, I love the idea but the number are so low as to be worthless. Might still try it though as you make good quality mods.
Your mods are really well made and feel pretty authentic to BG3 in the tweaks you've had to make from 5e. Beast barb Karlach is a ton of fun with her soul coin fire damage and Tavern Brawler added to the claws.
I know you said in a comment below that you're somewhat stuck, so I thought I might make a suggestion. Humblewood's Scofflaw fighter subclass could work pretty well with BG3's improvised weapon system. I think it could make for an engaging improvised weapon playstyle that isn't just about throwing. Since you enjoy modding, I hope you find something to keep you engaged!
Thank you for the suggestion and for the kind words. I actually sorta landed on doing Undying Warlock... its soooo bad, but someone has to do it, and I feel like if I dont it will never get done (like banneret)
92 comments
https://i.imgur.com/7DLa1xk.jpeg
This is when I'm not
https://i.imgur.com/aFYuQHf.jpeg
This one just for good measure
https://i.imgur.com/ZIAgz6e.jpeg
2. For #1 above, CL should be your first mod in your load order, CF should be your last
3. Where is skullcrusher from? Is that modio? They might be using the P7 progression merging which completely messes up multiclassing.
P.S What's a P7 progression?
EDIT : The author of Skull Collector replied and said this;
"Hey, thanks for the note. You can let the Storm Herald author know it's not an issue with their mod (yet). If they're using Compatibility Framework (CF) on his mod, it should be good to go.
He is correct that I'm using Patch 7 merging. This is a known an issue with how BG3 handles merging multiple subclasses. Larian attempted to fix it in Patch 7, but failed to implement it properly so sometimes it does not play nice with others. Since releasing the mod, I have been made aware of the Compatibility Framework-which bypasses Larian's broken subclass merging. I'm still fairly new to the process, but I will look into what it would take to add CF to Skull Collector over the weekend.
As far as a potential remedy (I'm not sure it will work 100%), the best bet would be to put Skull Collector above the other classes in the load order. Hopefully, that will let SC load in as the base, and other CF mods will load in afterwards without being overrode. "
I'd like to clarify one thing though. Level 6 feature specifies "grants certain benefits ... even when it has not been activated"
Yet, when i play desert storm the touch action and resistance only appear when you activate rage for its duration. Is this the correct implementation considering the description?
And well, i also think this will help this weak subclass at least a tiny bit, haha.
My personal rule has always been not to release something that has already been made by someone else unless it’s not being updated anymore, though I do wish I had been able to make all of the barb subclasses :/
I understand that a large part of your mods is “Rules as Written” so I understand if you do not want to do this but I figured it could not hurt to ask.
Thank you for your consideration.
I just finished to translate your mod and the number in the bracket [3] and [1] don't show any number but say Lightning or Fire. And i'm not able to translate them.
Any idea? Here are the english sentences and the pictures. Thanks !
Emanate a [2] radius stormy, magical aura that deals [3] damage to a creature you choose within the radius when you start your Rage.
Deal [1] damage to all other creatures within your Storm Aura.
It appears both for Desert and Sea Aura.
So for your translation, you’d need to remove the [ ] for those and type the word in the loca line translated …
not familiar with vortex so not sure how to load those there :(
I know you said in a comment below that you're somewhat stuck, so I thought I might make a suggestion. Humblewood's Scofflaw fighter subclass could work pretty well with BG3's improvised weapon system. I think it could make for an engaging improvised weapon playstyle that isn't just about throwing. Since you enjoy modding, I hope you find something to keep you engaged!
I actually sorta landed on doing Undying Warlock... its soooo bad, but someone has to do it, and I feel like if I dont it will never get done (like banneret)