I would like to use this mod but I have a friend who is rather fond of the normal Wildheart, is there a chance you could upload a version as an additional subclass instead of a rework at some point?
In that case, if it's not too much, could I request an implementation of this mod as an entirely separate class? my barbarian subclasses are stacked with sumradagnoth's stuffs and I don't want to have to choose one or another, especially when multiple characters are using different barbarian.
i dont know what im doing wrong but it doesnt seem like the combined subclass mod is working for me. it only shows up as the individual mod. i double checked that i downloaded the right mod and still nothing changed. any help is appreciated
First, let me say thanks for the mod. I'm having a blast with it so far. I appreciate the hard work you've put into it. A quick question: Is there any chance of making the 12+ progression work in the expansion mod? (Expansion (with Bladesinger) Level 13-20 (Configurable) at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com)) I ask because I've got a couple of other mods that require that mod for 12+ progression, and I can't run both the unlock level curve and that expansion at the same time without getting some truly bizarre interactions =)
I haven't tried but I assume the expansion mod can be used instead of the unlock level curve and wont have any conflict with my mods, if you find any conflict i will try to fix it
i do have a LOT of mods, and improve UI, but any mod that affect my unarmed attack is removed except for the one that let me have savage attacks with unarmed.
Hey , i tweaked the load order a little bit and seems like Armauri's barbarian mods is the issue , need more testing either way. I just wanted two separate barbs . Anyway i removed all Armauri addons and installed this mod as Subclass replacement and now it works.
I saw the post before asking about having the claws count at unarmed attacks, and while the tooltip display for the damage doesn't show any bonuses, that attacks themselves do have the bonuses. Nice stuff! One thing I attempted out of curiosity and found was that when cross classing with monk, you can take advantage of things such as manifestation of mind, body, etc. But, the flurry of blows do not use the claw attacks.
I don't expect think it is reasonable for this mod to handle these kinds of cases as this is for barbarians, not monks. But, is there a guess as to why the flurry isn't taking the claws if they have replaced the fists for unarmed attacks?
yes, claw is just a new spell, and flurry of flow is also a independent spell, they both trigger the basic unarmed attacks and add additional effects to it, so it's kind of like, when you use flurry of blows topple, it does not trigger flurry of blows push, because they are just independent spells and don't change the basic unarmed attacks
if you want them to be compatible, I would have to make new unique flurry of blows spells that specifically uses the claw attacks
Some questions. Are the claws and bites considered unarmed or weapons when it comes to equipment? For example would The Sparkle Hands work with them or would Caustic Band work with them? Also would there ever be an option for a compressed level 12 version as I don't use unlock level curve
currently they are considered unarmed attack and trigger unarmed special effects, but dont get bonus unarmed attack damage, right now I'm changing it to also get all the bonus unarmed damage, the new version should be out soon
So after playing around with it a bit here are my thoughts:
Badger's knockback needs a toggle or a way to turn it off there are way to many times where moving the enemy away was a detriment but the badger form's other bonuses are good.
Do the dc's of any of the effects scale off a stat? While using spider's web I'm seeing dc's as low as 10 but making them useless at times. If possible would the effects be allowed to scale with strength? It would help as right now many of the effects almost never activate.
Would you be able to disable the rage idle effects and animation outside of combat? Since these forms last long rest you constantly have you tav hunched over and seething with the rage effects on loop.
Currently if you use a mod that enables ways to regain rage points (which I do) you can stack the forms. Its fine for now and dosen't break anything and feels good but i thought you should know. (I like it but I use combat extender and other difficult mods so it feels balanced in my game)
Do keep in mind I'm using this together with Barbarian Evolved - Complete Class Rework (the only other barb mod I have) and it works fine for now. Other than these points the class feels good, definitely endorsed.
oh and about the DC, the claw attack DC is almost always the same as your maneuver DC, except for spider phase 1, which has constant 8 DC on the poison status. and the raven blind DC was also a low constant I think but I will need to check
The web currently uses spell DC, because it's just a copy paste of the actual web spell with new icon, I will try to make it maneuver DC as well
The reason why most effects don't trigger might be 1 most of them use CON or STR save, enemies are high in those saves 2 in addition to the save, you also need to hit first, so when you have like 70% hit rate in addition to a DC 13 Con save (maneuver dc is usually 13 in early game), also you only have 1 attack every turn before lvl 5, it's pretty likely you wont get a status proc in most turns
edit: I changed all the saves into ManeuverSaveDC()
One last thing. I saw in the last update you changed Claws as hands to only drop when using a weapon attack (I assume this was so you could still take advantage of weapon effect by just holding them). Would it be possible to get an option to use a claw or bite as an opportunity attack as you will still default to weapon attack causing you to drop them.
well actually I intended to have the player not hold any weapons, but the thing is if I did "when you equip a weapon" it would also trigger when you equip other things, like armor, it would have no effect but the visual and audio effects will trigger, which I think is annoying, so I changed it, I think the opportunity attack thing might be a important trade off to discourage players from holding weapons too
36 comments
First, let me say thanks for the mod. I'm having a blast with it so far. I appreciate the hard work you've put into it. A quick question: Is there any chance of making the 12+ progression work in the expansion mod? (Expansion (with Bladesinger) Level 13-20 (Configurable) at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com)) I ask because I've got a couple of other mods that require that mod for 12+ progression, and I can't run both the unlock level curve and that expansion at the same time without getting some truly bizarre interactions =)
I don't expect think it is reasonable for this mod to handle these kinds of cases as this is for barbarians, not monks. But, is there a guess as to why the flurry isn't taking the claws if they have replaced the fists for unarmed attacks?
if you want them to be compatible, I would have to make new unique flurry of blows spells that specifically uses the claw attacks
- Badger's knockback needs a toggle or a way to turn it off there are way to many times where moving the enemy away was a detriment but the badger form's other bonuses are good.
- Do the dc's of any of the effects scale off a stat? While using spider's web I'm seeing dc's as low as 10 but making them useless at times. If possible would the effects be allowed to scale with strength? It would help as right now many of the effects almost never activate.
- Would you be able to disable the rage idle effects and animation outside of combat? Since these forms last long rest you constantly have you tav hunched over and seething with the rage effects on loop.
- Currently if you use a mod that enables ways to regain rage points (which I do) you can stack the forms. Its fine for now and dosen't break anything and feels good but i thought you should know. (I like it but I use combat extender and other difficult mods so it feels balanced in my game)
Do keep in mind I'm using this together with Barbarian Evolved - Complete Class Rework (the only other barb mod I have) and it works fine for now. Other than these points the class feels good, definitely endorsed.The web currently uses spell DC, because it's just a copy paste of the actual web spell with new icon, I will try to make it maneuver DC as well
The reason why most effects don't trigger might be
1 most of them use CON or STR save, enemies are high in those saves
2 in addition to the save, you also need to hit first, so when you have like 70% hit rate in addition to a DC 13 Con save (maneuver dc is usually 13 in early game), also you only have 1 attack every turn before lvl 5, it's pretty likely you wont get a status proc in most turns
edit: I changed all the saves into ManeuverSaveDC()
edit: added
edit: fixed