idk if sewinlife is still active cause he hasnt updated or worked on it in a while but sumradagnoth8 has done a rework and update while giving sewinlife fulll credit for original works in disclaimers.
Weapon isn't appearing for me in the chest and I'm not even able to spawn it in with the console. It's like the game doesn't even acknowledge it exists. I've tried it at the top of the load order and the bottom and no difference.
I'm having a problem with this mod. If I open the tutorial chest while I'm on the Nautiloid, the axe appears, but once I'm further in the game, if I summon the tutorial chest, it's gone. I created a new game and found it on the Nautiloid just to be sure, then loaded a game in progress and sure enough, gone.
I think that may be because I set the Unique flag. Did you by chance already remove it from the tutorial chest in the game that's in progress? You can always use the console to spawn it; the console command and UUID are on the description page.
No, I never grabbed it from the tutorial chest, I just checked it on the ship, saw it was there, then summoned the chest while on the beach and it was gone. I don't know how to use console commands, I'm on PC.
I'm sorry, I'm not able to duplicate the problem so I can't troubleshoot it.
If you don't already use Script Extender you can get it here. Once you've downloaded and installed Script Extender you can enable the console manually or by using a pre-made configuration file you find here. The main console commands can be found here.
Would make the perfect weapon for karlach but i have just one problem with it is this should really either be found in act 3 or scales so if either change is made i will download this mod in a heartbeat but otherwise it just feels too powerful too early
i have been looking for a good weapon for karlach and this is almost perfect except it being too powerful too early
The magical enhancement bonus of my earlier mods scaled with character level, but there is a problem with the way the game calculates damage when the enhancement bonus is scaled; it uses only the first value mentioned in the weapon stats. So, even when a character reaches sufficient level to increase enhancement bonus to +3, a value of +1 is used for calculating damage. Attack bonus is calculated correctly, the bug affects only damage. I could work around this by adding additional damage at higher levels but the resulting tooltip (the stats as displayed in game) would be awkward. For this weapon I made the decision to not scale but I will probably add less potent versions in the near future. Remember you always have the option to simply not remove the weapon from the tutorial chest until you feel your character is of high enough level that it won't be too OP.
You can summon the tutorial chest using wesslen's excellent Tutorial Chest Summoning mod. If you are using Laughing Leader's Script Extender with the console enabled you can spawn it using the console command below:
It's weapons like these that i wish were made with balanced level scaling versions. Cool idea to have a rage inducing barbarian weapon but a bit too many extremely strong affects right away and a powerful per battlle spell? Just too much to use and still enjoy combat with I imagine
Compared to many other weapon mods it's really not all that overwhelming for use in late game. It's up to the user to choose if and when to pull it from the tutorial chest and equip it. And different users want different things from a game; some are more into the role playing aspects of the game and don't really want for combat to be extremely challenging. Personally I want to experience the game in a challenging way the first or second time through, but by my fourth or fifth playthrough I just want to thrash the baddies and explore every nook and cranny of the game world.
It's certainly not something you'd want to use in Act 1 on your first playthrough in Explorer mode. But on your umpteenth playthrough, after you've experienced the entire game many times "legitimately" and have fought every battle repeatedly? In Act 3 in Tactician or Honor mode? Solo even? Sure, it's a fun toy to have! :)
Good point. Perhaps I'll make an update which puts it in some fire boss's drop. Maybe dropped by the Fire Myrmidon in Ramazith's Tower? Since it's fire related and all?
I'm not entirely sure since I don't use that mod, but I suspect that a character using Path of the Giants barbarian subclass would be treated as "any other barbarian subclass" and would trigger free Rage (the standard type, not the Giant Rage from the mod). It all works on what tags the character has. All barbarians regardless of subclass have (or should have) the BARBARIAN tag, and only Berserkers should have the BERSERKER tag. I could reach out to the mod's developer and ask if I can create a third version which would look for whatever subclass tag he has applied and then apply the Giant Rage condition.
I'll definitely give this a try in my next playthrough, once I get to late game at least. I was just talking about being disappointed how there's no legendary great axes in the base game.. nice timing lol
26 comments
If you don't already use Script Extender you can get it here. Once you've downloaded and installed Script Extender you can enable the console manually or by using a pre-made configuration file you find here. The main console commands can be found here.
i have been looking for a good weapon for karlach and this is almost perfect except it being too powerful too early
Osi.TemplateAddTo("c09401f0-27ea-41e6-acce-3ebfd706d440", GetHostCharacter(), 1, 1);
Since many mods add items to the tutorial chest I highly recommend using one or both of these mods.
It's certainly not something you'd want to use in Act 1 on your first playthrough in Explorer mode. But on your umpteenth playthrough, after you've experienced the entire game many times "legitimately" and have fought every battle repeatedly? In Act 3 in Tactician or Honor mode? Solo even? Sure, it's a fun toy to have! :)