I know this mod is old but i hope you are still here I installed the extra attack optional file but it's weird i'm getting the extra attack only after using the bonus action attack Example i use Water Whip ----> i can't attack anymore with action point -----> i attack with bonus action unarmed attackl -----> i can attack with action poin again
What attribute are the monks' spells actually based on? Wisdom or dexterity? The saving throws, on the other hand, are based on which spell difficulty? Or to put it another way, which attribute would make sense to increase if the spells are supposed to hit hard and does the Elemental Adept talent affect the spells?
would your tweak mod be compatible with the Monk Unleashed mod? Their mod doesnt really touch on the individual subclasses, just on feats and skills. I think it would be compatible, but wanted to ask just in case.
Does the optional New Spells require using the main mod and/or 5e spells? I kinda like Four Elements as it is already, I only wish it had more spell options like lightning bolt. Sadly the only mods that change the class always take it so far beyond vanilla, or come with additional requirements, I generally prefer keeping it as close to base game as possible.
Hi there! Thanks for the mod. There are quite a few items for Gish at the beginning of act 2, like the elemental ring, would it be possible to make them work with the monk's spells? I have the impression that it's not the case, and with your option for the extra attack it could be pretty good.
Edit : Oh well, if you're ever interested, adding the IsSpell tag to the spells works. :)
¿Podrías hacer una traducción al español usando Google Translator? No importa si no se ve muy bien, lo haría pero no entiendo nada de mods. muchas gracias
i keep thinking, how hard would it be to overhaul the disciplines scaling in a more fair way beyond improved elemental casting
now obviously this isnt gonne be RAW AT ALL but:
what if we could 'upcast' them? increase the ki cost on demand like a spell to increase damage die? least for the lower tier disciplines, gonna leave this idea here but i'll prolly look into how to do it myself, no idea if the upcasting system can be adapted for resources other than tiered spell slots
I also considered upcasting for a Four Elements overhaul. It would be challenging to implement. The easiest way I could think of would be to have abilities function like Water Whip, which allows you to choose from two (or more) effects, with one (or more) effect(s) being written to include additional ki cost for additional damage. I did something vaguely similar with Shadow Strike for my Way of the Shadow mod, which costs less Ki under certain conditions (e.g. if used from invis, or if it kills your opponent).
A problem I ran into was I had to gate the ability behind the maximum ki cost required, but I think that can be solved using Water Whip's implementation as a template. Could I steal some of the spells from this mod if I do decide to try that out?
That makes sense but from how I've seen linked spells you would have all upcast levels from the moment you learn the spell. Perhaps there is a way to do it with script extender, I am not experienced enough with that. And sure you can use things from this mod, np.
we dont necessarily need to adapt the actual upcasting system, couldnt we just make the monk spells into containers and within the containers have variants of the spells with varying dmg and ki cost?
or can spells within spell containers not have varied resource cost?
if you don't include the spell to be added in the original container it wont be available until acquiring whatever passive grants it
i.e change the original spell into a container, have the container only contain a spell that is equal to the original spell
then make passives acquired by levelling four elements monk that unlock the other spells that should go into those containers like how PotC does it
it's not pretty as getting the 'upcast' versions will clog the level up UI(it shows the spells even if you dont have them, tho it doesnt actually let u cast them unless you have the original).. maybe theres a way to make these be invisible but idk how to do so
Yeah, you are right about adding it later on. To show on the level-up screen you can just make another passive that will be 1 icon with a custom display name, description to inform the player about receiving said benefits. The upcast unlock passive itself just set as hidden.
75 comments
I installed the extra attack optional file but it's weird i'm getting the extra attack only after using the bonus action attack
Example
i use Water Whip ----> i can't attack anymore with action point -----> i attack with bonus action unarmed attackl -----> i can attack with action poin again
https://www.nexusmods.com/baldursgate3/mods/8668/
Wisdom or dexterity?
The saving throws, on the other hand, are based on which spell difficulty?
Or to put it another way, which attribute would make sense to increase if the spells are supposed to hit hard and does the Elemental Adept talent affect the spells?
Thanks for the mod.
There are quite a few items for Gish at the beginning of act 2, like the elemental ring, would it be possible to make them work with the monk's spells? I have the impression that it's not the case, and with your option for the extra attack it could be pretty good.
Edit : Oh well, if you're ever interested, adding the IsSpell tag to the spells works. :)
now obviously this isnt gonne be RAW AT ALL but:
what if we could 'upcast' them? increase the ki cost on demand like a spell to increase damage die? least for the lower tier disciplines, gonna leave this idea here but i'll prolly look into how to do it myself, no idea if the upcasting system can be adapted for resources other than tiered spell slots
A problem I ran into was I had to gate the ability behind the maximum ki cost required, but I think that can be solved using Water Whip's implementation as a template. Could I steal some of the spells from this mod if I do decide to try that out?
or can spells within spell containers not have varied resource cost?
could use that as a janky way to prevent 'upcasting' of specific monk spells below specific levels
i.e change the original spell into a container, have the container only contain a spell that is equal to the original spell
then make passives acquired by levelling four elements monk that unlock the other spells that should go into those containers like how PotC does it
it's not pretty as getting the 'upcast' versions will clog the level up UI(it shows the spells even if you dont have them, tho it doesnt actually let u cast them unless you have the original).. maybe theres a way to make these be invisible but idk how to do so