File information

Last updated

Original upload

Created by

TRO

Uploaded by

troubell

Virus scan

Safe to use

Tags for this mod

53 comments

  1. troubell
    troubell
    • member
    • 3 kudos
    Locked
    Sticky
    load before community library, or use the compatibility patch
  2. LuanUchihaX
    LuanUchihaX
    • member
    • 0 kudos
    Hi can you help me ? I downloaded the both the main and optional versions of the combined but it says that something is wrong on nexus with both so i tried only the main file but it in game there is only one option(wildheart) to use, Can you help me ?
  3. demonwolf3454
    demonwolf3454
    • member
    • 0 kudos
    will you make subclasses based in other subclasses of 5E or only the ones from bg3?
  4. ARHicks00
    ARHicks00
    • member
    • 1 kudos
    Will you being a barbarian wild magic version?

    https://www.nexusmods.com/baldursgate3/mods/4870

    If you use inspiration, use that link for wild magic.
  5. xturano
    xturano
    • member
    • 0 kudos
    i dont know if it is suposed to work like this but my frenzied strain stacks are stacking infinitely, even out of combat and it says x turns but it doesnt go away
    1. troubell
      troubell
      • member
      • 3 kudos
      should be fixed now
    2. xturano
      xturano
      • member
      • 0 kudos
      thank you, u are the best, also i found one more bug, but is not so bad, its a bug that when i take damage from thrown or unarmed attacks, i can activate the reaction of the rage charges to take more damage
    3. troubell
      troubell
      • member
      • 3 kudos
      ok I will try to fix it tomorrow
    4. sleepygut
      sleepygut
      • premium
      • 0 kudos
      i still have this bug. i got the berserk only file and the community patch
      Also i really dig the idea of rage charges. cool stuff
    5. troubell
      troubell
      • member
      • 3 kudos
      okay, I'm going to look into it sometime later today, should get it fixed before friday
    6. backpacklol
      backpacklol
      • supporter
      • 0 kudos
      Hi, I posted a fix to this in the bug report section.  Your previous post about how to use the modding multitool inspired me to figure it out myself. ^^
    7. sleepygut
      sleepygut
      • premium
      • 0 kudos
      i might try this but i think my error is something else. i just got the level 6 ability that is supposed to heal half the damage taken under combat and that is broken too. it might be my mod order.
      The ability works normal if combat ends when its not my barbarians turn.
      If combat starts and it starts on another character it also works.
      and it calls it loop_a when it clears
    8. troubell
      troubell
      • member
      • 3 kudos
      thanks man, I haven't been focused on bg3 modding recently cuz other things in life
    9. waylangule
      waylangule
      • supporter
      • 0 kudos
      hi, I can't find the file that you modified for your fix... Where is it ?
  6. Stewie0071
    Stewie0071
    • member
    • 0 kudos
    Hi first of all i like so much ur mods. But io can't understand how combined version works. i have dowload lvl 12 combo version, but in the subclass list i have berserker (ur mod) and wild rage separately, and i can't undestand what is trhe combo version couse i niether of two sub i can find both skills and passive of the subclasses. Instead i suppose to find the two subclass combined is come way, couse there's no description of how work the combination.....

    Seems there are no combination at all so i ask u for an explanetion when i have time, meanwhile i will play lvl 12 berserk but i am very very interesting in combo version....sorry for so much words, have a good day. And again don't  stop do this great mod, i like so much this use of rage!!!
  7. ARHicks00
    ARHicks00
    • member
    • 1 kudos
    Explosive critical should be put between level six and level 10. The reason I say this is because by the time you get this ability. You're basically what done with the game and can't put much used to it

    Note: NVM I see the level 12 mod.
  8. agngrbreadman
    agngrbreadman
    • member
    • 0 kudos
    Hi troubell a moment of your time to read this when you have time to spare, I've been having an issue with the BarbarianUpgraded Berserker + Wildheart 1-20 version off the mod. the Wildheart is loading in just fine but the berserker after level 3 losses almost all the abilities it gets off the berserker class. Most of the skills missing or are at the very least not showing up in either the level up screen or spell book

    the ones missing are
    3: Raging attack
    4: Mindless rage, Intimidating presence
    5: Giant slayer
    8: Still Standing
    12: Last Stance

    the ones not listed are appearing in game


    I have reason to believe its weirdly enough has something to do  with the Community Library since as soon as I put it before the Community Library it works but as soon as I put it after the community library (anywhere in the list past it even directly under it) this issue arises. apart of me even after a bunch of testing still feels like this is due to user error so I'll keep at it on my end in case it is.

    Note: I hope this is not unneeded information as I thought this could help narrow down the issue

    Have a good day/night and thanks for taking your time to read this most likely over analyzed  problem.
    1. troubell
      troubell
      • member
      • 3 kudos
      I will look into that, I have not tested any of my mods against community library, and it seems weird that the problem happens when you load my mod AFTER the library, since in my understanding , the mod that comes later will overwrite the mod that comes first, I will test it out
    2. troubell
      troubell
      • member
      • 3 kudos
      Okay so I looked into it, for some reason the community library made dummie levels for many subclasses, it takes up the place and my mod cannot inject content into those levels, so loading my mod first will fix the problem

      If I was to fix it, I would either have to change my codes to match community library so my content can overwrite it, or make a separate patch to add the same content to the community library, both of which I don't really want to do
    3. agngrbreadman
      agngrbreadman
      • member
      • 0 kudos
      Thanks for taking a look. glad to know it just wasn't a user error thing.
    4. Chugumbius
      Chugumbius
      • premium
      • 2 kudos
      Hey , i absolutely love troubells class mods but it seems like they all somehow conflict with community library and compatibility framework. UI elements and icons start appearing again after i delete them. I followed this guide on load order and EK / wildheart mods were in between cl and cf.
    5. troubell
      troubell
      • member
      • 3 kudos
      for now load my mods before community library to prevent most conflicts, I will try to fix it completely in the future
  9. Illius
    Illius
    • member
    • 27 kudos
    OK, I am using the combined version, and the Wild Rage subclass. It was a bit weird getting used to seeing Karlach with no weapon, but I really like it now. (I am also using your Fighter upgraded mod for my Eldritch Knight. )

    But I do have a simple question, after installing the new version, is it better to respec Karlach, or is that not necessary in this case?
    1. troubell
      troubell
      • member
      • 3 kudos
      From my own testing, it works without respec, but you know, I always recommend to be safe, respec just to be sure
    2. Illius
      Illius
      • member
      • 27 kudos
      OK, will do that then, thank you.
  10. xturano
    xturano
    • member
    • 0 kudos
    one more bug (i think) im getting the frenzied attack debuff (less hit chance) even with the enraged thrown , and im getting the original berserk debuff, not the one from your class
    1. troubell
      troubell
      • member
      • 3 kudos
      okay, I completely forgot the throw also applied the status and forgot to change it, I been kind of busy today the fixes might be coming a bit late
    2. xturano
      xturano
      • member
      • 0 kudos
      in your time my bro, i appreciate ur attencion
    3. troubell
      troubell
      • member
      • 3 kudos
      hmmm i just tried frenzied throw and I didnt get the status.... I don't remember it applying the status in vanilla anyways, and plus my mod did not touch the throw at all
    4. troubell
      troubell
      • member
      • 3 kudos
      I did a small change on the interrupt, and from my testing it doesn't trigger when you get hit

      I didnt do anything about the throw because I can't replicate the bug myself
    5. xturano
      xturano
      • member
      • 0 kudos
      Improved Enraged Throw at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com) this one was the culprit, sorry, and can u add a similar function like this mod?
    6. troubell
      troubell
      • member
      • 3 kudos
      I can but I dont really want that in this mod
    7. xturano
      xturano
      • member
      • 0 kudos
      its fine, just one thing, im testing the lvl 12 version combined and i cant frenzy out of combat, and im getting 2 frenzied strikes, idk if its updated or not, just a heads up
    8. troubell
      troubell
      • member
      • 3 kudos
      yeah that was a copy paste issue, there are so many versions and every time i update I have to copy paste the different progressions again, when I fixed the double frenzied strikes i didnt copy it to other versions, should be fixed now
    9. troubell
      troubell
      • member
      • 3 kudos
      So I deleted the frenzied stain status from the enraged throw mod, this is the changed version, and since we are on it, I can tell you how to make simple modifications to mods, it's actually really simple if you are just making small changes

      you just need the moder multi tool, the page also has instructions on installing at the bottom


      once you installed, just open it, drag a mod file in there, and it will be unpacked, and once you are finished with the changes just drag it in again and it would be back to a normal mod file

      with the enraged throw, go to the unpacked mod files "....\EnragedThrow\Public\EnragedThrow\Stats\Generated\Data", this is where all mods keep their spells and passives and status conditions, just click in the Spell_Throw and find the frenzied throw like the following

      new entry "Throw_FrenziedThrow"
      type "SpellData"
      data "SpellType" "Throw"
      using "Throw_Throw"
      data "SpellProperties" "IF(HasStatus('RAGE_FRENZY',context.Source)):ApplyStatus(SELF,RAGE_FRENZY_BURNOUT,100,1);.........

      delete this part:

      IF(HasStatus('RAGE_FRENZY',context.Source)):ApplyStatus(SELF,RAGE_FRENZY_BURNOUT,100,1)

      and it will stop applying the status
    10. xturano
      xturano
      • member
      • 0 kudos
      nice, u are awesome, thank you for the lesson, im gonna try learn more 
      ps. i requested access to the google drive file
  11. KingTylenol
    KingTylenol
    • member
    • 0 kudos
    Enjoying the class as it puts a full new twist on rage uses, just found that after recent update (May 6) that the frenzied strike reverted back to the original beserker swings and was wondering if you could take a look at it when you get a chance
    1. troubell
      troubell
      • member
      • 3 kudos
      should be fixed
    2. KingTylenol
      KingTylenol
      • member
      • 0 kudos
      :( still running into the same issue, also ended up with 2 frenzied strikes for my BA, I'll take a double peek at it in my mod load order to ensure nothing is affecting it

      Thanks for responding!
    3. troubell
      troubell
      • member
      • 3 kudos
      okay now it should be fixed, last version one of the two frenzied strikes was vanilla and one was mine, i forgot to change to description and delete the vanilla