Baldur's Gate 3

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CMontgomery

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CMontgomery

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49 comments

  1. strifezza
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    I'm having a problem with this mod... it's a stupid problem, but still a problem XDXDXD
    when I reached level 12, and got the titans grip, unfortunately, the 2-handed weapons don't appear at the same time. what appears to me is just a single weapon equipped
    In the blow animation, the character strikes with the weapon that already appears and the other blow is like a punch... it seems to me that this punch would be the off hand blow, however, the weapon is invisible. the animation is for dual wield, however, one of them is invisible... and it seems to me that the one that is always invisible is the off hand weapon
    Is this bug normal? how do you solve it?

    thanks everyone XD
    1. CMontgomery
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      Sorry to hear that! Titans grip is finicky, normally if you see both weapons equipped on your character in the inventory screen you're good to go. Odd things happen if both weapons have the same name - like equipping two 'Greatswords +1' - it doesn't work.

      Try dragging the weapons in and out of your inventory (to another party members and back). Then double click on one of the weapons and right click->equip the other. If that doesn't work do it the other way around, Right click-> equip weapon 1, then double click weapon 2.

      It may take a couple tries, the game really doesn't want you to dual wield two handers! The user below said returning weapons don't work either, so watch out for those. Good luck!
    2. strifezza
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      It's worth mentioning another strange thing about this bug: I use the transmog appearance mod, and before (I don't remember when) it was possible to change the skin from a 1-handed weapon to a two-handed weapon and use dualwield with 2 large weapons.
      However, not anymore...
      the bad part of this is that I also have mods that change dualwield to be more rewarding, and I don't know, if it's the fault of these mods that maybe your mod and transmog don't work anymore

      I'll do tests on all this and get back to you XDXD

      But anyway, I really appreciate your attention.
      ps: my karlach uses her mod and she is a body destroyer XDXD thanks! XP
  2. Tarkamot
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    Hey! Just really want to say, that your mods is absolutely perfect. Can't wait for the next wow class in BG3! Are you having any plans of it?
    1. CMontgomery
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      Hey thanks - glad you like it! And I'm kinda working on paladin, but its slow going since summertime gets a little busy!
  3. dlusionist19
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    gosh I was deperate to locate a mod that may let player characters to dual wield two-handed weapons like they can do in AC Valhalla or similar games
    Would you have any plan to make this feature a single  stand-alone modin styles like a "dual wield" feat overhaul or something? I am quite looking forward to it!
    1. CMontgomery
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      Glad you like it! The Titan Grip at level 1 optional file was my best attempt at that. You can take a 1 level multiclass and get it (basically like a feat). Oddly enough I think that's the most modular approach for compatability with other mods.

      The only other real option would be to allow everyone to dual wield 2 handers. Depending on how/if Larian implements mod support things may change.
    2. dlusionist19
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      Hey I used this mod and definitely gave it an endorse and a vote!

      Yet the dual wield two-handed machanics have some tweaks to be improved, such as:
      *usually throwing a returning weapon (effect or bound) while dual wielding would result in the returning weapon always takes the slot of the off-hand weapon, so we can decide which one is the off-hand weapon by throwing two returning weapons one by one. The Titan's Grip does allow dual wield two-handed but when a returning two-handed returns it goes back to hold on the single weapon again.
      I can at least figure out it would be a quite hard problem to solve since it may relate to the re-equip returning weapons logic and is actually another problem rather about dual wielding two-handed. Yet I still look forward a perfected version of this feature.

      P.S. It seems that the dual wielding two handed feature does not support the gamepad input yet? And with mouse and keyboard sometimes the two two-handed weapons would be equiped to the same hand and the whole process would demand a few tries.
    3. CMontgomery
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      I never tried returning weapons! Though the game may bypass what we have access to mod wise to re equip returning weapons.

      The script extender allows us to listen for state changes. The titans grip feature removes the Two Handed property whenever a two handed weapon is "equipped" or "moved to" your inventory.  My guess is the 2 hand returning weapon is just placed back into your main hand since Larian never intended to dual wield them. This would bypass those two state changes. But you are correct, throwing weapons or being disarmed during combat will be tricky.

      But yea its janky now. If the two items you are trying have the same name they will stack. What items are stack8ng for you?
    4. dlusionist19
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      Actually they were two different weapons, one is from the original game (incluiding Justice and Giantslayer) and the other is the Gravity Hammer from Dave's Legendary Weapons and that was how I found throwing returning two-handed problem
      There were times when I equiped one and double-clicked the other they appeared to be equiped on the same hand but after a few tries things were set. So not any big problem, just a "maybe improvements?" situation. I've enjoyed this Class mod a lot already and thank you 10000 for that.
  4. kaikaisinsin
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    Hi hi

    Does your mod support lvl 20 for multiclasing?

    thank you
    1. CMontgomery
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      You can level to 20 but there are no new spells or anything after level 12, just hp and a few feat selections.
      The expectation is you level to 12 then multiclass to something else.
  5. Zandelvalren
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    Love the mod! is there any way you could add titan's grip as just a feat that any class could take? that would be amazing!
    1. CMontgomery
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      Thanks!  And I tried a little bit, but it looks like if I made it a feat it wouldn't work with other modded feats.  But with the 1st level warrior titan's grip you can do a level 1 dip and get it.
  6. zefirot12
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    Dear author, I wanted to know if there will ever be a paladin? This is many people's favorite class in WOW.
    1. CMontgomery
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      I was thinking something like that, but I wasn't sure if it would be a wow class. I like support classes so it would likely be a buff/debuff class, which fits pally pretty well.  I've played hpally a lot and some prot but no ret.

      Ill take a little break but you're the second person to request pally! What are some of the iconic abilities you'd like to see?
    2. felixriddle
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      Divine shield lol, portable globe of invulnerability most likely will be broken as hell
    3. zefirot12
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      As for my preferences, I played in the DD spec, so these are the spells. Sacred Shield, Avenging Wrath,Judgement of Light, Divine Protection,Hammer of Justice, Consecration,Hammer of Wrath, Lay on Hands,Flash of Light,Greater Blessing of Kings, Hand of Freedom, Seal of Righteousness.
  7. felixriddle
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    Since the Chinese Wow server shut down, I really missed my warrior, thank you for letting me recreate him in Baldur's Gate

    There was a bug I noticed, when I was wielding a greataxe on female body type 1, the axe's positioning is bugged

    Mod is amazing
    1. CMontgomery
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      I'm glad you like it thank you!
      But yes the animation for axes are messed up - I think it's just axes - when using titans grip. It should be normal without the feat - is it?
    2. felixriddle
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      I wasn't using the titan feat, just a regular paladin, wielding just one greataxe is broken, after I removed the mod, everything is back to normal
    3. CMontgomery
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      Dang, hopefully thats the only one!
      Unfortunately for now that's just what it will need to be. It was pretty tricky to get the dual wielding two handers to work.
    4. felixriddle
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      No worries, there aren't that many good greataxes anyways
  8. fenrir4life
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    Is there a reason you've inverted Bloodthirst's intended function, from granting minor heal/HP buffer to placing a bleed on the character?  Most fights only last a couple of rounds, so Battle Shout is just outright better in almost every situation.

    Also: Taunt does not seem to work.  Taunted enemies can attack your other party members if they are closer.  Maybe tack on Disadvantage against people other than the Warrior if the code is too fiddly?
    1. CMontgomery
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      You may be being healed by Pain and Gain when you are taking your bloodthirst damage.  Check the combat log.

      Ttaunt is not perfect.  I'm using Larian's taunt and it's not like WoW, if the enemy is taunted it will prefer to attack you, but it's not 100% in all cases.  Enemies will not usually take an AoO, even if taunted. 

      Your idea of disadvantage or some other debuff is a good one.  There are ways to influence enemy behavior with statuses like that, I think there was a DOS2 mod that made taunt work so I may look at that.
    2. fenrir4life
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      Thanks for the reply; I was asking why Bloodthirst damages the user when its role in WoW has always been to heal the user, albeit for small amounts, to generate survivability from aggression and feed into the Fury playstyle.
    3. CMontgomery
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      Oh I see - Sorry I only played prot in WoW!  I play healers 90% of the time and I have never actually played a dps class in a group or raid :|  

      I came up with the ability effects before naming them, and I can see why that is confusing now.  So sorry but I don't have a good reason other than ignorance of Fury!   It would more likely be more like 'heal for 1d4' on attack to be a more faithful translation. 

      As for why: I didn't want fury to have too much sustain, my thought is Fury's method is 'a dead enemy can't hurt me' vs Prot -  'I will stop the enemy from hurting my allies'.  What that said Fury's main sustain skill is at level 5 with Impending Victory and the Level 7 passive Invigorating Rage.

      But Thank you! I welcome feedback on balancing/lore, it's something I will keep in mind as comments come in and I finish my playthrough.  If Fury dies too much I will likely change this first then.
    4. fenrir4life
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      Oh, I assure you, Fury's actually got pretty good sustain.
      Fury warriors don't floortank because their class lacks sustain or damages itself.  They floortank because they're crazy.
  9. zefirot12
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    will there be a Paladin!?
  10. BNodius
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    Question, I noticed that brave strikes seems to be using a custom bleed instead of the base games bleed, is this intentional? I'm asking because I use a mod that give bleed and other status effects secondary effects so I'm wondering about it
    1. CMontgomery
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      Yes it's a custom bleed, the bleed damage is based on the CON mod. Sorry to mess with your other mod!
      Out if curiosity what is that mod?
    2. BNodius
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      I use Damage Combos and Bleed - Damage Over Time Condition Buff(custom scaling version). Do keep in mind the damage one is used because I use combat extender so DOT's were pretty weak and needed scaling. I'm not sure how strong it'll be in a vanilla difficulty game.