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?
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
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.
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.
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.
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.
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 !
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.
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!
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. :)
32 comments
and if not any chance it will make it onto mod.io for the built in Mod kit?
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 !