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  1. otoslou
    otoslou
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    I have as similar issue as DragonKnight409. Eg for  Draconic Gloves of Accuracy, I can only see the passive being applied for Draconic Martiality, BUT the description for the ability is "When activated, your..." instead of the item's other ability, Draconic Precision "A dragonborn wearing these...",

    However, when I equip those Draconic Gloves of Accuracy on Shadowheart, under the passive it shows in red, "You must be a real dragonborn"

    Same happens with Scale of the Dragon's Draconic Restitution and Tooth of the Dragon, Draconic Infusion "A dragonborn wielding this..." The weapons don't show my element.
    Nor Band of Draconic Extraction, doesn't apply Draconic Inheritance in either passive or common, and theres nothing different on my weapon.
    * I am admittedly using Fitzban as a Crystal Dragonborn (radiant element) https://www.nexusmods.com/baldursgate3/mods/1793

    So I think the items are registering me as a dragonborn, but only applies the abilities that don't start with "a dragonborn..." specifically. The abilities show on the character sheet, but it will show on any other party member's as well  when they equip it.

    Load Order: Ive tried this mod both before and after Fitzban with the same result
    1. DragonKnight409
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      Not sure why, but I figured out for some reason my dragonborn wasn't being recognized as a dragonborn. IT wasn't a custom race or anything so I used the debug book to add the label.
  2. DragonKnight409
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    Not sure what is going on but for some reason the armor is not recognizing my dragonborn as a dragonborn. I removed mods and such and even with just this mod its not picking it up (unless there is another mod in my list that is messing things up). Did Patch 7 possibly break this mod?
  3. BigBozat
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    I see (fr. viewing the file in BG3MM) that the mod edits the Tooltips.xaml...

    so, wondering:
    Compatible with, e.g., pavelk/Caites' Better Tooltips?
    or any other mod/override that edits/overwrites the .xaml? (idk other examples -- Djmr's/IUI's Improved World Tooltips uses diff. .xaml, and is compat w/ pavelk's stuff -- but I suspect there's prolly some UI mods that touch it)
    or otherwise deal with tooltips (e.g., Hiragii's Modular Highlight Tooltips, or any of the various 'tooltip fix' mods)?

    I suspect not in re: pavelk's Better Tooltips?  
    You prolly would have to have 'compatibilized'/merged your edits w/ their's (which u prolly would have mentionned on desc or a sticky). 
    Better Tooltips is an override, so it will prevail (which is what I want... but may means it borks something in your mod {some tooltip display, surely}?

    For other mods, idk what the effect would be... my load order framework tends to put UI/tooltip mods below armour/weapon/item mods, which means they all would get priority over this mod.
  4. Firestar123456
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    This mod looks cool but when reading everything I realised that it feels like its been too balanced. 

    I can find items better then all of these combined already in the game, a lot of these items are just trying to kill you. The shield is actively trying to stun yourself from just being hit 3 times? And the other items are dealing piercing damage to yourself which you can kill yourself with.

    Even removing all the massive downsides that make your character worse by using these, they are still not strong enough. 
    1. Headbobbie
      Headbobbie
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      No one is forcing you to download this mod.  Let me know if you actually download the mod and find a bug or something.
  5. finnbinn
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    Am I dumb? I installed this mod, but the items aren't appearing in the corresponding chests. (I downloaded the version where they are found through exploration). I've already found some of the chests where the items should be before installing the mod (Kagha's chest, the harpy nest, mostly Act 1), is that the problem? Or do I have to generate the items manually? Help :( 
    1. Headbobbie
      Headbobbie
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      If you already entered the map area where the item is supposed to appear, then the item will not appear in the specified locations; that's because treasure tables (chests, bags, boxes, crates, etc) generate the items that they contain only when the map is loaded for the first time.

      The solution is to generate the items yourself using cheat engine or script extender or start a new game, so when you enter the areas where the items are, they are generated.
    2. finnbinn
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      Got it! Thank you!!
  6. jeehbs
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    i love the item progression! Great work, every item mod should do that. makes it feel like it is a part of the game and not just a mod
  7. "Draconic vibranium"...
    1. Headbobbie
      Headbobbie
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      ???
  8. Dimo4ka13
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    The main threats that I see for the character in this set are:
    - tunnel damage
    - AOE damage
    - control
    The problem with tunnel damage is partially solved by immunity to critical hits.
    Since I see the main users of this set as a fighter, a barbarian, a paladin, I will proceed from this. +2 to agility and mastery of its checks (or the Danger Sense perk like a barbarian) can strengthen this character against AoE damage.
    Mastery in Wisdom is also a good option to increase control resistance for classes that have problems with it. The ideal option (but not sure if it can be done) is to use Constitution saving throws instead of Dexterity or Wisdom, or add part or all of its value to the saving throw.

    Of course, instead of defense, you can go the other way and create an ultra-aggression option. Give an active ability like Action Surge with additional elemental damage or something like that.
    1. Headbobbie
      Headbobbie
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      I simply changed the armor class to 10, added temporary hitpoints at the beginning of combat and prevented critical hits while reducing all incoming damage by 2.
  9. Dimo4ka13
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    I decided to write here about the reservation. In the third act we have Helldusk Armor. Its AC  17 (-4 from the amulet). Just like the armor of this set, it gives the ability to fly. That is, if I went through the constitution the whole game, VIbranium will not give me anything and I can easily replace it with armor, adding in protection and without losing anything. I think this is not right. I want this set to work well together, which means Vibranium should offer better stats for the entire Dragonborn set than armor (or interesting active abilities).