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  1. kharneth
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    Update 1.1

    -New cold theme flintlock with new model and textures.


    Update 1.2

    -Two handed version. You can create them using the Elven Smithing Tool 

    There's no good position to sheat them in game, so I just hide them when sheated. Fixed from 1.2.1


    Update 1.2.1

    -Fixed sheating, two hand weapons will now properly show on back. ALL CREDITS GOES TO Tet42 who makes the fix for their The Gunslingers and send over the fixes.

    Hotfix 1.2.2

    -"Frostbreath" is now once per combat, as it should be. Not having a cooldown was a mistake on my part.
  2. yanicolas15
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    force damage type version pleaseee
  3. didinfriend
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    i found that dual wilding any pf these weapons doesn't trigger the dual attack? am i missing something?
    1. kharneth
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      Read description. Dual wielding auto attacks are deactivate for them.
    2. PercyAKAMagicman
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      Hi is there a way that we can re-enable the dual wielding auto attacks, it would be so cool if you can so :v
  4. GrayNish
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    Seeing what you did with wand, that make it wieldable in both melee and range slot. would it be possible for you to add that as customizable option for pistol as well. I longed to rock that pirate look, with sword in one hand and pistol on another, both out at the same time
  5. angrial
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    not sure , but the range has got to be wrong. Flintlock pistols accurate at 50yards not 50 feet. Rifled barrels accurate to 100yards or 300 ft. Just an old fashioned smooth bore musket from the 15th century was accurate to 50 Yards. 1 meter is @3feet. My great Uncle owned  Blunderbuss . It didn't need to be accurate. It hit everything before it. You could put anything in it for ammunition.
    1. kharneth
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      Range is set in a way that fit the game logic.
      If we start taking in account that longbows in the game sometimes can't reach the end of a battlefield in the pocket combat of bg3 when in a real escenario they should reach basically half the map of any bg3 act... Is obvious that range needs to change to fit the game logic.
  6. ProfessorQs
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    Awesome mod we need more element weapons like these.
    1. kharneth
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      Thanks! Glad you like it!
  7. sothpaw
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    Will this mod be updated for Patch 7?  It appears to no longer work post update...
    1. kharneth
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      Can you be more specific on what isn't working?

      Everything works perfectly fine for me with patch 7
    2. sothpaw
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      Sure.
      The mod is present when I go to the menu, but the box cannot be checked to activate it.  The only available option is to uninstall it.

      There should be an option to enable it, but clicking on it to activate does not do anything in the in game mod manager.  It apparently cannot be activated. 
      If I attempt to load any of my saved games, it fails and returns to the start menu. 
      If I attempt to start a new game it hangs at 17% infinitely.
    3. kharneth
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      You shouldn't be using the IGMM, just use BG3MM as always
    4. sothpaw
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      I have never used BG3MM.  I am speaking of the in game mod manager. Running the game through Steam brings up the yellow triangle icon on the main menu for saved and new game.  While I realize you prefer BGMM, I do not as I've used Vortex since the game partially released for beta.
      This mod worked fine until update 7 on Vortex. It's why I'm asking.
      *edited for clarification.
    5. kharneth
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      I never use vortex it has many issues.

      I can only confirm that the mod works perfectly fine with BG3MM and patch 7. Sorry, I can help you with vortex or the ingame mod manager issues as I don't use any of them.

      The warning triangles in game means nothing, just that third party mods are installed and you should just ignore them.
  8. grommdabom
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    Does anyone know how I could spawn the very rare custom flintlock from Act 2, Im already on act 3 and have the legendary but would like to get a second gun so Im not xbow/Gun
    1. kharneth
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      Check description under "Optional" you can use the tutorial chest file or just summon the crate using the uuid with console.
  9. whynottt
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    Hello, petal. Don't get me wrong but frosbreath is broken given it scales like normal weapon damage. Make it one per battle max. Right now it's like having archer with endless multishot arrow provided  enemies stack which is common.
    1. kharneth
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      well, It SHOULD be one per battle, just like incinerate that is the equivalent, but seens like I forget to add the cooldown. I'll update it soon.

      Thanks for pointing it!

      Edit: Fixed on 1.2.2
  10. RavenGiordano
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    Is there a way I can remove the legendary pistol from the Steel Watch Titans loot pool? I'm having an issue where whenever it dies the game soft locks and I have to use task Manager to kill the game and I think it's because this and the Gondian Motivator shield mod both add items to its loot pool. Granted I don't know if that's the issue but it's the only thing I can think of so I wanted to try removing the pistol from dropping when it's killed but have no idea how to do that.
    1. kharneth
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      Several mods adding things to the same place isn't never a problem so yours is likely elsewhere. Anyway:

      You need to unpack the mod and delete the tresaure list entry for the titam, inside Dwarven Weaponry-Drakefire\Public\Dwarven Weaponry-Drakefire\Stats\Generated\TreasureTable.txt look for the entry:

      new treasuretable "LOW_SteelwatcherTitan_Legendary_Bow_Treasure"
      CanMerge 1new subtable "1,1"object category "I_DW_Drakefire_Legendary_A",1,0,0,0,0,0,0,0and delete it, them repack the mod.
    2. RavenGiordano
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      Thank you for the response! I feel kinda stupid now because I just happened to stumble on a post saying they had the same issue as me on an unmodded playthough after Patch 6 (which is when my issue started). So my initial assumption was completely wrong as you said. Thanks for the information anyway though!
  11. Evokenx
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    Your mods are freakin amaziiiiiiiing. Thanks to you i can play as dwarf from warhammer fantasy :D
    1. kharneth
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      Many thanks!