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 ?
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
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
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. ^^
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
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!!!
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
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.
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
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
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.
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?
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
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
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
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
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);.........
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
:( 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
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
53 comments
https://www.nexusmods.com/baldursgate3/mods/4870
If you use inspiration, use that link for wild magic.
Also i really dig the idea of rage charges. cool stuff
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
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!!!
Note: NVM I see the level 12 mod.
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.
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
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?
I didnt do anything about the throw because I can't replicate the bug myself
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
ps. i requested access to the google drive file
Thanks for responding!