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Vendetta

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Salsina97

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32 comments

  1. Phanteist
    Phanteist
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    So I really want to use code from this mode to adjust it a little for the patch 7, but I am complete damn noob in both coding and modding, any chance I can try to adjust the files and if all works fine release it on bg3 mod page? 
    1. Maraloudus
      Maraloudus
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      ^this 
      and if not any chance it will make it onto mod.io for the built in Mod kit?
    2. Phanteist
      Phanteist
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      Well what do you know, you are the guy from mod io right? Yeah I just created the mod, I used the files from this one to just see where parameters are located but have done all the edits myself in the mod toolkit, it scales a bit different from this mod since scaling with just level is boring, and there are some good constitution items that will now be viable too, so I added it to the mod IO, cuz I don't know how to work with .pack files and the mod toolkit just does everything for you.  I spent 18 hrs just fixing my typos so the game can read the changes I did LOL
    3. Chugumbius
      Chugumbius
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      Hey , any plans for nexus mods release ? 
    4. Chugumbius
      Chugumbius
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      And how should i install your mod if im using BG3MM ? Through official manager ? 
  2. Rawyams
    Rawyams
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    Another abandoned mod
  3. Originalwastoolong
    Originalwastoolong
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    d100 wild magic barbarian?
    1. Nekros185
      Nekros185
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      I agree, I wish there were more options for a more chaotic play through with WM Barb, very underwhelming and Id rather play a Sorc instead
  4. Sykes119
    Sykes119
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    The Flumph does not properly have Con as the spell casting DC. You fixed it for Tendrils and Light Bolt, but forgot to make the change for the Flumph. It's explosion is still using Charisma.
  5. Sykes119
    Sykes119
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    I just wanted to add for anyone also having trouble, Vortex doesn't seem to install this properly ever since Larian added their built in "mod fix". I haven't really found a solution yet.
  6. rankansen
    rankansen
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    Could you add a version that additionally adds the "returns" attribute to Weapon Infusion?
    1. Sykes119
      Sykes119
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      Do you mean the keyword that makes it return to your hand when thrown? The game already does that, with or without the mod. If you throw the weapon, it will return to your hand (equipped) immediately.
  7. fenrir4life
    fenrir4life
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    Hard to test because of the randomness of wild surge, but I'm finding that while the 'tentacles' surge result is dealing necrotic damage to enemies (and only enemies) it does NOT seem to be applying temp HP.
  8. MythalarSolidor
    MythalarSolidor
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    Hey there !

    First thanks for this mod, which boost this subclass in an interesting way :)

    An advice/request though : in order for this mod to be compatible with most of the others would you mind to limit the various STATS files to only what you have modified?
    For exemple there are the entire 3 SPELL_ files and by doing so your mod is incompatible with part of 5eSpells mod (specifically the altered vanilla spells).

    It would be perfect to just include the entries you added/modified !
    1. Salsina97
      Salsina97
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      A bit busy at the moment, but I will make the changes when the new path come.
    2. g51503john
      g51503john
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      So this mod is currently not compatible with 5e spell mod? I like the changes you made to wild magic, but it would be a shame if it didn't work.
  9. Bokstavsbarn
    Bokstavsbarn
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    Lovely to see a mod like this that just contains slight buffs to an underpowered subclass while still keeping it mostly-vanilla. So often subclass overhauls end up completely broken. Will definitely use this for my second playthrough.
  10. Thickumsz
    Thickumsz
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    I'm not sure why but this mod combined with your "Better magic awareness" mod makes one of them not work. Whichever mod is lowest in the load order is the only one that actually takes effect, so for example if this mod is at the bottom all of your changes work, but better magic awareness will still effect enemies. Can you take a look into this please? Also a modpack that contains both in one file would be super appreciated. Thank you for your hard work!
    1. necromanzee
      necromanzee
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      Not sure if you figured it out already and updated to the latest file here, but what you described happened because Better Magic Awareness v1.0 includes identical-to-vanilla code, and so overwrites this mod's changes (if loaded after it), but this mod (as of v1.1) does not contain any identical-to-vanilla code, and so will not overwrite Better Magic Awareness if loaded after it. :)
    2. Thickumsz
      Thickumsz
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      I see, thank you for giving advantage on the insight check! I like knowing how mods work and every bit of information helps