I've added a 1.1.0 version which should enable some subclass compatibility. However this is still an early version. Feel free to come back in a few days and hopefully I should have a more refined version.
1.1.1 should be more compatible now. I've tested it with 3 other monk subclass mods (Way of Astral Self, Way of Sun Soul and Way of Mercy) and all the mods appeared and seemed to work regardless of load order. Hope this helps.
Do you have any other monk subclass mods? I've released a 1.1.0 version which should allow subclass compatibility. This is a quick fix which I'll need to refine in the next few days. For now, having the new version below any other subclass mods in the load order should hopefully allow the mod to function.
Monk unleashed is the only other monk mod I have installed, I've found that to be the issue since it alters the base monk class rather than being an added subclass.
Do you have any other monk subclass mods? I've released a 1.1.0 version which should allow subclass compatibility. This is a quick fix which I'll need to refine in the next few days. For now, having the new version below any other subclass mods in the load order should hopefully allow the mod to function.
I've added a 1.1.0 version which should enable some subclass compatibility. However this is still an early version. Feel free to come back in a few days and hopefully I should have a more refined version.
Fair enough, looks like a pretty cool mod. I've just started learning to mod like a week ago so I've still got a bit to learn and improve on. Will mainly focus on making sure the mod is compatible with others and balance issues before moving onto new assets and cleaning up the animations.
i do agree that voidborne is nice but i think this one feels MUCH more like Gojo than the other. Voidborne feels more like its own idea with sprinkles of Gojo/Sukuna mixed in and at most points of the game feels wayyy too overpowered to actually have fun (i play at tactician with extra enemies + added difficulty). i think for a newer mod its definitely got potential and the balancing is much more enjoyable!! to each their own though :)
1.1.1 should be more compatible now. I've tested it with 3 other monk subclass mods (Way of Astral Self, Way of Sun Soul and Way of Mercy) and all the mods appeared and seemed to work regardless of load order. Hope this helps.
Fair enough, looks like a pretty cool mod. I've just started learning to mod like a week ago so I've still got a bit to learn and improve on. Will mainly focus on making sure the mod is compatible with others and balance issues before moving onto new assets and cleaning up the animations.
i have only this mod instaled with req mods ofc but way of honored one doesnt apper do u know why ? i tryed respecing and didnt try brand new char can that by it ?
Hmm, not sure what would be the problem. I've respeced my characters and the subclass shows up fine. Just make sure your script extender is enabled and that the community library and compatibility framework are in the correct order. This is the first I've heard it not appearing when there is no other subclass mods installed so hopefully it's just a simple mistake.
hey I'm not used this mod anymore but even after removing it from my load order and even deleted all files related to it off my pc the charcter icon pic still always has the fist in it on new characters lol, any ideas how to remove it?
By the character pics do you mean the character displays on the left of the screen? I've done some testing with and without the mod on new characters and through respecing existing characters and I've noticed no issues. The mod doesn't change any of the preexisting class files and I made no changes to any of the icons so I don't see why it would change those. The class icon that is on the left of the action/item hotbar also seems to be fine with or without the mod installed.
Unfortunately I might not be able to help since I can't find an issue on my end. Do you have any other mods installed or any more details? Thanks.
Hello, I need some help on this one. Im new with this game and this type of mods, I downloaded every requirment but it doesnt work, Could someone please help me out?
This is the YouTube video that I used when I was new to modding which helped me understand how the Mod Manager worked. Hopefully It's just a simple mistake causing the mod to not show up. If you have any other problems let me know. Good luck.
This is the YouTube video that I used when I was new to modding which helped me understand how the Mod Manager worked. Hopefully It's just a simple mistake causing the mod to not show up. If you have any other problems let me know. Good luck.
Once I finish a few things for this mod I'll have a look at a Sukuna subclass and see what I can use to replicate his techniques, if I can find an animation that somewhat looks like them then it should be fine.
I might look into support for other languages. At the moment I'm adding in some new skills like Simple Domain and thinking of having 2 versions of the mod (balanced and overpowered). Not too sure when I'll push the update though.
Monk unleashed is the only other monk mod I have installed, I've found that to be the issue since it alters the base monk class rather than being an added subclass.
Been playing this monk subclass, it feels really fun so far! I'm level 6 so i'll update later when i've tried the higher level skills. flight being on concentration is a really good idea IMO. in the beginning i was a bit annoyed at how fast you run out of infinity but as i've leveled up that complaint is completely gone as it does increase in number and is an overall nice cushion!
i think the only thing i've noticed so far is blue is super fun to use, but i think it's a little underwhelming? it has a huge pull and slow effect which is nice, but unless a party member can take advantage of the enemies being grouped its not super useful. i think adding a damaging effect or maybe even making it so allied fighters or party members aren't pulled into the center would be nice; i understand it's just black hole and is a base skill in BG3 but if its possible that would be awesome! i will say the 2ki self black hole is super cool too, but i think it also pulls party members which can be a deterrent for me using it to keep enemies locked down.
other than that, i think red and red (zone) are well done and feel strong, i wish red was aoe (very small radius or anything super close to your target) but that's more of an opinion than anything off-putting or bad.
i'll edit this with an update once I get to experience the higher levels but i definitely am enjoying it, and the theme, and am super grateful you made this!! thanks a bunch :)
(for anyone having issues with this subclass not showing up, i'm using monk way of no mercy and astral self and it's worked fine. this subclass didn't show up when it was lower in the load order using BG3 mod loader but as soon as i put it above both of those subclasses it showed up!! i don't have any other monk changing mods/subclasses to report on)
Hey, thanks for the comment and feedback, really appreciate it. I'll definitely try to add some of the feedback.
I've been thinking of having 2 variations of the mod, with one being more balanced while the other would be overpowered. I originally decided to add friendly fire to kind of resemble the fact that having other people around Gojo tended to make him hold back as they only got in the way. I might try to have the OP variant have no cooldown restrictions (no short/long rest) but at the cost of friendly fire for the most powerful attacks whilst the balanced version will have cooldowns but won't impact teammates.
Out of curiosity, which version have you been playing on? When I was testing 1.1.1 all of the subclass mods (this mod, Astral self, Soul monk, Way of Mercy) that I was using all seemed to work regardless of load order. So it might be something I'll look into.
Now that you've reminded me of that, it makes perfect sense that the abilities would include friendly fire actually. I wonder instead of making them not hit allies in the balanced version, you could add something like dimensional door so you can move allies around outside of there turn, or add something like sorcerer metamagic where there's a save your allies can make, maybe even just for the slow effect on Blue. I'm no modder so I'm just spitballing, I'm just thinking that you're right that Gojo operates better alone, but in the context of BG3 it can make higher difficulties a little challenging since its mostly group based fighting and every action matters.
As for version do you mean mod loader, or your mod? I haven't been using mods long enough to fully understand these kinda things, but for the loader I'm on 1.0.10.0 and your mod is version 1.1.0.0. Apologies if neither of those are the numbers you're asking for lol
Yeah I was curious about which mod version you were using so all good. If you ever have issues with other subclass mods being incompatible try upgrading to 1.1.1, I've noticed less issues with compatibility when testing it.
i do agree that voidborne is nice but i think this one feels MUCH more like Gojo than the other. Voidborne feels more like its own idea with sprinkles of Gojo/Sukuna mixed in and at most points of the game feels wayyy too overpowered to actually have fun (i play at tactician with extra enemies + added difficulty). i think for a newer mod its definitely got potential and the balancing is much more enjoyable!! to each their own though :)
I might look into support for other languages. At the moment I'm adding in some new skills like Simple Domain and thinking of having 2 versions of the mod (balanced and overpowered). Not too sure when I'll push the update though.
Once I finish a few things for this mod I'll have a look at a Sukuna subclass and see what I can use to replicate his techniques, if I can find an animation that somewhat looks like them then it should be fine.
the two subclass mod seems inconpatible, but it can be due to a mod Feat mod too. I use Alternate Monk and the two seems sadly incompatible so both don't appear :/ Hope a feature update make them compatible because it look awesome
hey men, amazing mod. love the anime so im loving this mod, making a new playthrough right now to be gojo lol. anyhow, i read that you're going to make 2 version balanced and op. I was about to ask you can i modify your mod for personal use only? I wanted to change some skill behavior mainly resetting all the skills after battle, if you are okay with it, may i ask how to do so, so i could do it personally but if not, may i request make this version as well? at least as an option? seeing that you already intent to do so, i really hope you don't mind, looking forward for sukuna and perhaps geto and yuta
Yeah of course. This is probably not the best place for a full on tutorial on how to mod but I've listed a few people/places that helped me in the description under 'Credits'. You will need the BG3 Modders Multitool to unpack the pak file so you have a look around and edit the files to your need. Hope this helps.
Also by 'resetting all the skills after battle' do you mean removing the cooldown on the abilities? If so, I will be doing that for the OP version.
Thank you mate. Yes, so after every battle the abilities will be available for the next one without needing to rest (short nor long), I don't mind the infinity changes I think it is a much needed change.
Hey, thanks for the comment and feedback, really appreciate it. I'll definitely try to add some of the feedback.
I've been thinking of having 2 variations of the mod, with one being more balanced while the other would be overpowered. I originally decided to add friendly fire to kind of resemble the fact that having other people around Gojo tended to make him hold back as they only got in the way. I might try to have the OP variant have no cooldown restrictions (no short/long rest) but at the cost of friendly fire for the most powerful attacks whilst the balanced version will have cooldowns but won't impact teammates.
Out of curiosity, which version have you been playing on? When I was testing 1.1.1 all of the subclass mods (this mod, Astral self, Soul monk, Way of Mercy) that I was using all seemed to work regardless of load order. So it might be something I'll look into.
Hmm, not sure what would be the problem. I've respeced my characters and the subclass shows up fine. Just make sure your script extender is enabled and that the community library and compatibility framework are in the correct order. This is the first I've heard it not appearing when there is no other subclass mods installed so hopefully it's just a simple mistake.
When I was testing with a few other subclass mods (Way of Astral Self, Way of Sun Soul and Way of Mercy) I did notice the icons for skills,etc were fine and did appear but the subclass icon didn't for a few of them. I'll try looking into that in the next few days.
Infinity just blocking damage seems kinda weak especially for a class like this.my personal recommendation would just be turning it into blocking hits so that it feels a bit stronger
I originally had it set up like that but the issue was that the AI wouldn't bother attacking you. Even If you were the only person in combat that they were fighting they would just stare at you and do nothing. So I basically kept Infinity the same as Arcane Ward but made it so you're essentially immune to some status conditions so that they would actually try to fight you.
this mod is dope as hell. would be sick if you added a subclass icon and maybe changed the color of some abilites to closer match the source material. can't wait for the sukuna subclass
I have been thinking about that. Now that I've pushed 1.2.0 I'll probably try clean up the icons, maybe try to colour code them so all the Cursed Techniques are blue and RCT are red, etc. so it's a bit cleaner.
I have been thinking about that. Now that I've pushed 1.2.0 I'll probably try clean up the icons, maybe try to colour code them so all the Cursed Techniques are blue and RCT are red, etc. so it's a bit cleaner.
Now that you've reminded me of that, it makes perfect sense that the abilities would include friendly fire actually. I wonder instead of making them not hit allies in the balanced version, you could add something like dimensional door so you can move allies around outside of there turn, or add something like sorcerer metamagic where there's a save your allies can make, maybe even just for the slow effect on Blue. I'm no modder so I'm just spitballing, I'm just thinking that you're right that Gojo operates better alone, but in the context of BG3 it can make higher difficulties a little challenging since its mostly group based fighting and every action matters.
As for version do you mean mod loader, or your mod? I haven't been using mods long enough to fully understand these kinda things, but for the loader I'm on 1.0.10.0 and your mod is version 1.1.0.0. Apologies if neither of those are the numbers you're asking for lol
By the character pics do you mean the character displays on the left of the screen? I've done some testing with and without the mod on new characters and through respecing existing characters and I've noticed no issues. The mod doesn't change any of the preexisting class files and I made no changes to any of the icons so I don't see why it would change those. The class icon that is on the left of the action/item hotbar also seems to be fine with or without the mod installed.
Unfortunately I might not be able to help since I can't find an issue on my end. Do you have any other mods installed or any more details? Thanks.
When I was testing with a few other subclass mods (Way of Astral Self, Way of Sun Soul and Way of Mercy) I did notice the icons for skills,etc were fine and did appear but the subclass icon didn't for a few of them. I'll try looking into that in the next few days.
Hi men, it's me again, thank you for the op version, it is great (calling it "Nah, I'd win" was a genius comedy). It seems that there's black flash and RCT cooldown to this class, but i haven't see it. Mind you, that I installed this one in the middle of my playthrough with the og version of this mod, is that the problem?
Haha, glad you liked it. I don't think it should be an issue. RCT cooldown unlocks at lv 12 and Black Flash is a passive unlocked at lv 5. The reason it's a passive is that you really shouldn't be able to hit a Black Flash on command, so the passive is similar to Brutal Critical where it only lands on an unarmed attack critical hit. If you still have trouble let me know and I'll have a look into it on my end. Cheers.
Should I take the level 12 last? because i want to multiclass to different classes. I remembered it have to be that way in the past to multiclassing beyond level 12. does it still hold true?
I'm honestly not sure, I didn't really plan for beyond lv 12 so I don't know how the mod will react. If there is an issue let me know and I'll try make it compatible.
Yeah I was curious about which mod version you were using so all good. If you ever have issues with other subclass mods being incompatible try upgrading to 1.1.1, I've noticed less issues with compatibility when testing it.
I may not do a lv 20 mod at the moment as I want to eventually work on a Sukuna mod. However, I am currently trying out changing some of the colours of the skills to match their respective techniques.
Sorry but I don't think I'll be doing that at the moment. It's basically just extra work that achieves the same thing as the subclass, plus I want to work on a Sukuna mod soon. Is there a reason why you want it as its own class?
Ah okay. By the subclass icon mod do you mean the Custom Subclass Icon and Compatibility Framework Fixes? In the meantime you can download version 1.2.0 while I look into it, since 1.2.1 only added custom icons and didn't really change the skills.
Glad you're liking the mod. Larian just announced they're gonna release Patch 7 next week. Given that it comes with official mod support/tools I might wait until then to release any more changes. Hopefully it might help with the VFX changes, but I also need to make sure the mod won't break when Patch 7 is released so waiting until after the release is probably best.
So a mod that just has Black Flash? I will say that's probably low on my priority given that I'm working on some VFX stuff and the Sukuna subclass. However, Black Flash does have its own file in the mod if you're able to unpack pak files for you to alter.
So a mod that just has Black Flash? I will say that's probably low on my priority given that I'm working on some VFX stuff and the Sukuna subclass. However, Black Flash does have its own file in the mod if you're able to unpack pak files for you to alter.
Yeah of course. This is probably not the best place for a full on tutorial on how to mod but I've listed a few people/places that helped me in the description under 'Credits'. You will need the BG3 Modders Multitool to unpack the pak file so you have a look around and edit the files to your need. Hope this helps.
Also by 'resetting all the skills after battle' do you mean removing the cooldown on the abilities? If so, I will be doing that for the OP version.
Sorry but I don't think I'll be doing that at the moment. It's basically just extra work that achieves the same thing as the subclass, plus I want to work on a Sukuna mod soon. Is there a reason why you want it as its own class?
I may not do a lv 20 mod at the moment as I want to eventually work on a Sukuna mod. However, I am currently trying out changing some of the colours of the skills to match their respective techniques.
Thank you mate. Yes, so after every battle the abilities will be available for the next one without needing to rest (short nor long), I don't mind the infinity changes I think it is a much needed change.
I originally had it set up like that but the issue was that the AI wouldn't bother attacking you. Even If you were the only person in combat that they were fighting they would just stare at you and do nothing. So I basically kept Infinity the same as Arcane Ward but made it so you're essentially immune to some status conditions so that they would actually try to fight you.
Haha, glad you liked it. I don't think it should be an issue. RCT cooldown unlocks at lv 12 and Black Flash is a passive unlocked at lv 5. The reason it's a passive is that you really shouldn't be able to hit a Black Flash on command, so the passive is similar to Brutal Critical where it only lands on an unarmed attack critical hit. If you still have trouble let me know and I'll have a look into it on my end. Cheers.
Should I take the level 12 last? because i want to multiclass to different classes. I remembered it have to be that way in the past to multiclassing beyond level 12. does it still hold true?
Look like the mod has a compatibility issue with UnlockLevelCurve when you are using the Improvement patches that add extra feats at extra levels. Works perfect otherwise for me
Shouldn't, I swap between the 2 when testing and haven't noticed any issues. Just make sure to put the balanced version in the inactive mod section when swapping.
Shouldn't, I swap between the 2 when testing and haven't noticed any issues. Just make sure to put the balanced version in the inactive mod section when swapping.
I'm honestly not sure, I didn't really plan for beyond lv 12 so I don't know how the mod will react. If there is an issue let me know and I'll try make it compatible.
the two subclass mod seems inconpatible, but it can be due to a mod Feat mod too. I use Alternate Monk and the two seems sadly incompatible so both don't appear :/ Hope a feature update make them compatible because it look awesome
Ah okay. By the subclass icon mod do you mean the Custom Subclass Icon and Compatibility Framework Fixes? In the meantime you can download version 1.2.0 while I look into it, since 1.2.1 only added custom icons and didn't really change the skills.
When will the gojo mod be updated for the new patch?? I can no longer run community library or framework after patch 7....what do i do?? BG3 Mod Manager gets overridden when it comes to load order and the CL and CF wont allow game to start..
If you're having trouble with Patch 7 you can revert back to Patch 6 using this. If you don't want to revert, make sure to update the BG3 Mod Manager (Help > Check Updates? from memory), make sure to download the latest script extender (version 20) and mod fixer, Improved UI, etc. Apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue. I didn't have to update CL or CF and my game is working.
Unfortunately I don't. I ran into some troubles with the domain clashes but I'm hoping that the worst is now behind, I also am a bit busy the next few weeks personally. That being said, the VFX changes shouldn't take long to make and the domain clashes should (hopefully) be up and running after a few days of work.
It might be, haven't really looked into it so far. My current plan is to finish this update, make it compatible with the official mod support then move on the the Sukuna mod. Afterwards I might add different animations, etc.
Unfortunately I don't. I ran into some troubles with the domain clashes but I'm hoping that the worst is now behind, I also am a bit busy the next few weeks personally. That being said, the VFX changes shouldn't take long to make and the domain clashes should (hopefully) be up and running after a few days of work.
I'm still using it for Patch 7 and is working. I will point out that I haven't used the inbuilt mod manager yet and am still using the BG3 Mod Manager. Make sure to update the BG3 Mod Manager (Help > Check for Updates), make sure to download the latest script extender (version 20) and mod fixer, Improved UI, etc. Apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
Glad you're liking the mod. Larian just announced they're gonna release Patch 7 next week. Given that it comes with official mod support/tools I might wait until then to release any more changes. Hopefully it might help with the VFX changes, but I also need to make sure the mod won't break when Patch 7 is released so waiting until after the release is probably best.
The mod still works for Patch 7. I will point out that I haven't used the inbuilt mod manager yet and am still using the BG3 Mod Manager. Make sure to update the BG3 Mod Manager (Help > Check for Updates), and to download the latest script extender (version 20) and mod fixer, Improved UI, etc. Apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue. If you're having trouble with Patch 7 you can revert back to Patch 6 using this info.
If you're having trouble with Patch 7 you can revert back to Patch 6 using this. If you don't want to revert, make sure to update the BG3 Mod Manager (Help > Check Updates? from memory), make sure to download the latest script extender (version 20) and mod fixer, Improved UI, etc. Apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue. I didn't have to update CL or CF and my game is working.
I'm still using it for Patch 7 and is working. I will point out that I haven't used the inbuilt mod manager yet and am still using the BG3 Mod Manager. Make sure to update the BG3 Mod Manager (Help > Check for Updates), make sure to download the latest script extender (version 20) and mod fixer, Improved UI, etc. Apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
I do believe there are other mods that give extra feats every level but I'm not too sure if they work with this mod. Hopefully, once I convert the mod to work with the official mod manager then maybe any compatibility issues would be resolved.
Just edited the Progressions.lsx using BG3 Multitool and added on every progression"<attribute id="AllowImprovement" type="bool" value="true"/>"[Download] Gojo Monk Subclass Feat Every Level Google-Drive Had to upload on google drive I swear I've seen people be able to upload on mod forums or im tripping
I do believe there are other mods that give extra feats every level but I'm not too sure if they work with this mod. Hopefully, once I convert the mod to work with the official mod manager then maybe any compatibility issues would be resolved.
Sorry to hear that, will definitely look into that. What version of the mod are you using? Also are you using any other mods that could cause conflicts?
There is a 1.2.1 but it's probably best to stay with 1.2, the new version probably won't help with coop compatibility and I've noticed some icon issues since Patch 7. After I push the latest update I will try to convert it for mod.io / official mod manager. Hopefully that might resolve some issues. In addition do you have other subclass mods that you use in coop that work in Patch 7? I'm not really able to test coop properly, so although I have some ideas on what is causing the issue it's just a guess. If you have other mods, I could have a peek at their files to see what they did differently. Cheers.
Sorry to hear that, will definitely look into that. What version of the mod are you using? Also are you using any other mods that could cause conflicts?
Heya! I absolutely love this mod, currently doing a solo playthrough with it. I know you're working on a Sukuna subclass, if I could suggest one in the future, I think a Geto/Cursed Spirit Manipulation subclass could be insane. Probably not actually capturing enemies since that would require a lot of finicking with the code, but just summoning a bunch of creatures to fight by your side would be pretty fun.
Hey, I have thought of that, either like a Geto or Megumi class that can summon things. At the moment, my priority is the next update, Patch 7 compatibility then the Sukuna mod. We'll see if I have the time (and motivation) to do such a mod in the future.
It might be, haven't really looked into it so far. My current plan is to finish this update, make it compatible with the official mod support then move on the the Sukuna mod. Afterwards I might add different animations, etc.
Just edited the Progressions.lsx using BG3 Multitool and added on every progression"<attribute id="AllowImprovement" type="bool" value="true"/>"[Download] Gojo Monk Subclass Feat Every Level Google-Drive Had to upload on google drive I swear I've seen people be able to upload on mod forums or im tripping
There is a 1.2.1 but it's probably best to stay with 1.2, the new version probably won't help with coop compatibility and I've noticed some icon issues since Patch 7. After I push the latest update I will try to convert it for mod.io / official mod manager. Hopefully that might resolve some issues. In addition do you have other subclass mods that you use in coop that work in Patch 7? I'm not really able to test coop properly, so although I have some ideas on what is causing the issue it's just a guess. If you have other mods, I could have a peek at their files to see what they did differently. Cheers.
hey, love the mod. i got a little suggestion since you're working on a domain clashing feature. i think it'd be sick if some of the bosses/minibosses had domain expansions of their own that you could clash with to cancel them out. like maybe kethric does necrotic damage to everyone and spawns some skeletons near everyone caught in the domain. or maybe minthara applies soul brand to everyone. dror ragzlin knocks people away. cool s#*! like that.
That would be pretty cool. I have given some thought to giving some enemies 'cursed tools' as well, allowing them to bypass Infinity just as a challenge. At the moment, my priority is the next update, Patch 7 compatibility then the Sukuna mod. So such features might be way off in the future.
I've tried to do that, I had some issues making it both a zone attack and then exploding afterwards. Might be something I try again after releasing the Sukuna mod.
if there's any spell that conjures an orb that then explodes afterward in terms of animation (whether its a spell from bg3 or the 5e spells mod,) you could use that as a base maybe? i'm not sure if there's one like that though. What does simple domain do?
I have tried to use in built spells as the basis, but the issue was that (from what I was testing) I couldn't make Hollow Purple eviscerate everything in its path (Zone attack) and explode at a particular point (Projectile attack). I might try again but that will be after moving the mod over to mod.io. Simple Domain protects you from a Domain Expansion. So in Unlimited Void's case, it will protect the user from getting stunned by UV.
Potentially, the only issue I can think of is it maybe resetting the number of 'charges' Infinity has when turned on/off. I can test it out though with the toolkit when I get to it.
Hey love your work man keep going its perfect, i am currently playing with this mod(level 4) but i am multiclassing it so i wanted to know because in the description its not mentioned but, in what levels we gain each spells(Like lvl 2 unlock blue) ? Thanks in advance.
Pode me ajudar a instalar o mod man? Eu baixei aqui e não consigo fazer funcionar de jeito nenhum. Só instalei ele. E sequencia está assim. 1.CommunityLibrary 2.CompatibilityFramework 3.Gojo Monk Subclass - Balanced 4.ImpUI (ImprovedUI)
Yeah no worries. I'm going off memory so I'll edit this if i get it wrong. Level 3: Psionic Pull, Infinity Level 4: Blackhole, Teleport Level 6: Reverse Cursed Technique, Most Red abilities, All other mobility skills Level 9: Simple Domain, Red (Push all), Hollow Purple Level 11: Domain Expansion Level 12: Restore Domain Expansion (unbalanced mode only)
I've tried to do that, I had some issues making it both a zone attack and then exploding afterwards. Might be something I try again after releasing the Sukuna mod.
hey brother Patch 7 and idk what i need to do to get mods working ive reduced bg3 mod manager to the recomended
BG3 Community Library
ImpUI
Gojo Mod
Compatibility Framework
and im still unable to see it in the level 3 level up screen for monk. Is improved ui tweaking. does it have something to do with mods that go in the generated folder. Seeing your mod had me really excited to do a playthrough. Also im really hopefull for your planned sukuna mod.
i got the newest script extender. and i believe mod fixer is no longer needed right. other than that idk. but i been trying to get it going for days now.
Hmm, I just respeced my character and it showed up. I personally don't have any mods in the Generated Folder so that could be a potential culprit, though I can't really test that. If you want you can tell me what mod it is so that I can test it to see if that breaks my game, or you can test it yourself if you can.
If not, then make sure everything is the latest version (1.0.11 Mod Manager, 1.5.3.4 ImpUI, etc.). I'm not too sure about this, but apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
In the near future I will try to convert the mod with the official mod support tools so hopefully the chance of conflicts will be lower then.
Could you please find a way to upload these mods and the future Sukuna mods to the mod manager service that came with Patch 7? I’m not sure if there are any costs involved in putting mods there or if it’s too bureaucratic, but I’ve only started using mods in my game since Patch 7. I’ve always had issues with external apps making mods work properly in my Baldur's Gate 3. Also, I’d like to request, if possible, that in the future a mod for the warrior or mage class be added with a subclass inspired by the character Sung Jin Woo from the Manhwa/Anime Solo Leveling. I know it could be a bit complex since he’s basically an RPG character that combines elements of a warrior, assassin, and mage all at once. However, it would be amazing to play as a character similar to him.
Hey, once I push the new update I will get to work on making this mod available for the official mod manager, and hopefully not violate their ToS haha. Unfortunately I'm not really familiar with Solo Leveling so the likelihood of me making it would be pretty low.
Hi, I couldn't get the game to work with the mods I have installed. I only have these mods installed and the script extender is in the game's folder. Can you please help me?
The BG3 Community Library should be at the very top of your load order, and the Compatibility Framework should be at the very bottom. My order goes like this:
BG3 Community Library
ImpUI
Gojo Mod
Compatibility Framework
Make sure the Script Extender (version 20) and Mod Fixer is also up and running.
Hey, I have thought of that, either like a Geto or Megumi class that can summon things. At the moment, my priority is the next update, Patch 7 compatibility then the Sukuna mod. We'll see if I have the time (and motivation) to do such a mod in the future.
That would be pretty cool. I have given some thought to giving some enemies 'cursed tools' as well, allowing them to bypass Infinity just as a challenge. At the moment, my priority is the next update, Patch 7 compatibility then the Sukuna mod. So such features might be way off in the future.
Hey, once I push the new update I will get to work on making this mod available for the official mod manager, and hopefully not violate their ToS haha. Unfortunately I'm not really familiar with Solo Leveling so the likelihood of me making it would be pretty low.
Pode me ajudar a instalar o mod man? Eu baixei aqui e não consigo fazer funcionar de jeito nenhum. Só instalei ele. E sequencia está assim. 1.CommunityLibrary 2.CompatibilityFramework 3.Gojo Monk Subclass - Balanced 4.ImpUI (ImprovedUI)
The VFX changes were fairly simple since this was my first time. I essentially changed the colour of certain skills such as Blackhole so the colours match their respective technique type (red or blue). This still is a third party mod so my guess is you'll still need the Mod Manager or Vortex. My next step is to convert the mod using the official toolkit so it can be downloaded from the official site.
Good idea, the issue I've noticed is how the AI react when they practically can't deal damage to you. The AI essentially ignore you so it's not too fun.
Your modding is amazing goodjob I love it thank you, also i saw you are working on Sukuna's mod version. Is there any chance you know when its done perchance?
Appreciate it mate. Not too sure unfortunately, given how the poll is going I'll probably create a new class with the official toolkit so it might take a bit longer. However, that means the Gojo and Sukuna subclasses will be released at the same time.
Sorry to hear that, I'll look into it. The next version I release will be using the official toolkit and mod manager, so hopefully there will be less compatibility issues then.
Appreciate it mate. Not too sure unfortunately, given how the poll is going I'll probably create a new class with the official toolkit so it might take a bit longer. However, that means the Gojo and Sukuna subclasses will be released at the same time.
Good idea, the issue I've noticed is how the AI react when they practically can't deal damage to you. The AI essentially ignore you so it's not too fun.
Hi, I couldn't get the game to work with the mods I have installed. I only have these mods installed and the script extender is in the game's folder. Can you please help me?
The BG3 Community Library should be at the very top of your load order, and the Compatibility Framework should be at the very bottom. My order goes like this:
BG3 Community Library
ImpUI
Gojo Mod
Compatibility Framework
Make sure the Script Extender (version 20) and Mod Fixer is also up and running.
Sorry to hear that, I'll look into it. The next version I release will be using the official toolkit and mod manager, so hopefully there will be less compatibility issues then.
Great mod, I'm really enjoying the "balanced" version as it meshs well with BG3 as a whole.
Things that may make the gameplay seem cleaner: - The short/long rest cooldowns could be reworked to simply have higher ki-point costs, that way it can be a tactical decision to conserve ki or nova. - Like the abjuration wizard, a way to manually increase infinity could be nice, perhaps at the cost of ki and an action.
The implementations are really clean though, amazing work, I can see how each of the characters could be implemented in similarly creative ways. Look forward to it all!
Glad you're enjoying it. It is a delicate balance between making the most powerful skills costly but not too costly to the point you can't use any other skills. I'll continue to have a look at making sure it's balanced and fun. I'll also definitely try to add a skill where you can increase Infinity. Cheers.
Did you remove damage from Maximum Output: Blue? Because the image on the mod say it does 1d4+4 Force Dmg, but in game it does no damage. Also if you could give more details about in which levels we gain each spell/passive it would be great.
The damage only occurs in the overpowered version and not in the balanced, so that's probably why. I'll try to add some level details in the near future as well.
The damage only occurs in the overpowered version and not in the balanced, so that's probably why. I'll try to add some level details in the near future as well.
Yeah no worries. I'm going off memory so I'll edit this if i get it wrong. Level 3: Psionic Pull, Infinity Level 4: Blackhole, Teleport Level 6: Reverse Cursed Technique, Most Red abilities, All other mobility skills Level 9: Simple Domain, Red (Push all), Hollow Purple Level 11: Domain Expansion Level 12: Restore Domain Expansion (unbalanced mode only)
i got the newest script extender. and i believe mod fixer is no longer needed right. other than that idk. but i been trying to get it going for days now.
Hmm, I just respeced my character and it showed up. I personally don't have any mods in the Generated Folder so that could be a potential culprit, though I can't really test that. If you want you can tell me what mod it is so that I can test it to see if that breaks my game, or you can test it yourself if you can.
If not, then make sure everything is the latest version (1.0.11 Mod Manager, 1.5.3.4 ImpUI, etc.). I'm not too sure about this, but apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
In the near future I will try to convert the mod with the official mod support tools so hopefully the chance of conflicts will be lower then.
Hey men, hope everything is fine on your side, based on your updates and all these comments, you're pretty busy with fixing, updating, adding and a new exciting projects that I'm looking forward to. Just a quick question/request, you mentioned "Version 1.3.0 New Domain Expansion - based on Hunger of Hadar" can you elaborate on that? or better yet upload a video showing it with the other vfx that you've added in this version. As someone who is a fan how the DE works in the previous version, I am curious to see how this new DE looks and feel.
I'm sorry if it's too much of a request but the thing is my PC PSU is failing and I have undervolting everything to make this pc atleast able to turn on and operational without shutting down itself, so at the meantime i'm unable to try it myself until i get myself a replacement for the PSU. So if you able to do a showcase i highly appreciate it but if it's too much of a hassle, I will be understanding.
In terms of VFX i've been meaning to suggest to you about a VFX that i think really fitting for Gojo DE but again, since i having this issue with my pc i couldn't take a screenshot and post it to you. I saw the VFX while trying this other mod called Soul Reaper 2.1 by shenyixxxx I forgot from which skill but it make the floor turn into the vast space with stars and such. I just want to let you know, hope it helps in some way, looking forward for your iteration of Sukuna. Hope my PC is fix by then. Good luck!
Yeah sure, so originally Unlimited Void was based on Mind Blast, so it would be a 1 turn spell and everyone in a certain radius would get stunned for 1-2 turns. The new Unlimited Void is pretty much Hunger of Hadar, however instead of getting blinded and being hit with cold and acid damage each turn, the target gets stunned and gets hit with psychic damage every turn. The new UV also lasts 10 turns (in unbalanced mode) and is concentration based, so if you get hit hard you could lose your domain. It also looks like HoH so a black cloud is what represents the domain.
I will note that the VFX I added for this version was for Blackhole and some of the other red/blue techniques. The new UV was more based on how the spell works rather than how it looks.
Also thanks for the heads up about Soul Reaper, I'll have a look at it. Once I move over this mod (and the Sukuna mod) to mod.io then I'll get started again on altering the VFX, etc. Good luck with you PC!
My brother and I are having issues though, we're level 13. We were before the patch as well. After patch 7 was installed we still get it to work, but can no longer level up. The game just crashes, we have all the required mods as well.
I don't think this mod is compatible with the level 20 mod at the moment unfortunately. Do you have 12 levels in Monk? I'm working on the new version with the toolkit and hope to resolve that issue then.
I don't think this mod is compatible with the level 20 mod at the moment unfortunately. Do you have 12 levels in Monk? I'm working on the new version with the toolkit and hope to resolve that issue then.
if there's any spell that conjures an orb that then explodes afterward in terms of animation (whether its a spell from bg3 or the 5e spells mod,) you could use that as a base maybe? i'm not sure if there's one like that though. What does simple domain do?
I have tried to use in built spells as the basis, but the issue was that (from what I was testing) I couldn't make Hollow Purple eviscerate everything in its path (Zone attack) and explode at a particular point (Projectile attack). I might try again but that will be after moving the mod over to mod.io. Simple Domain protects you from a Domain Expansion. So in Unlimited Void's case, it will protect the user from getting stunned by UV.
Yeah sure, so originally Unlimited Void was based on Mind Blast, so it would be a 1 turn spell and everyone in a certain radius would get stunned for 1-2 turns. The new Unlimited Void is pretty much Hunger of Hadar, however instead of getting blinded and being hit with cold and acid damage each turn, the target gets stunned and gets hit with psychic damage every turn. The new UV also lasts 10 turns (in unbalanced mode) and is concentration based, so if you get hit hard you could lose your domain. It also looks like HoH so a black cloud is what represents the domain.
I will note that the VFX I added for this version was for Blackhole and some of the other red/blue techniques. The new UV was more based on how the spell works rather than how it looks.
Also thanks for the heads up about Soul Reaper, I'll have a look at it. Once I move over this mod (and the Sukuna mod) to mod.io then I'll get started again on altering the VFX, etc. Good luck with you PC!
Sorry I'm not really too sure how to fix this, haven't encountered this issue before. Are the mods still in your mod folder or is it empty? Are you also using the BG3 Mod Manager or the Official Mod Manager?
I reverted to patch 6 and only got this mod, the requirements and some hair mods and none showed up, i was using the vortex mod maanger since this one isnt on the built in mod manager
I'm not really familiar with the Vortex mod manager and I haven't seen this before so I don't think I can offer any good advice. I am working on the mod using the official toolkit so hopefully when I upload that it should solve some issues.
Just had a question but when you use Unlimited Void, does Hollow Purple become unusable for the rest of the fight? It seems to be unusable until the fight's over so I can't use both in the same fight for some reason.
Sorry I'm not really too sure how to fix this, haven't encountered this issue before. Are the mods still in your mod folder or is it empty? Are you also using the BG3 Mod Manager or the Official Mod Manager?
Good night its me again, so i thought about something for the full class mod about the kokusen(black flash) and its about a selected number for them like, yuji as made a total of 08 consecutives in a row so i thought it would be cool for each subclass to have a number, working like a extra attack, or using a test every attack and if succeded, being possible to make another attack and so going on. Cant wait for the full class mod version and what do you think about adding others characters, like megumi, toji, todo or yuji ?
Hey, at the moment Black Flash decreases the crit roll by 1 after each hit, making you more 'in the zone' but still being random. I will add in a feature that increases your cursed energy (kiPoints) after each hit though. No plans yet for other characters. I'll focus on converting this mod then go from there.
The VFX changes were fairly simple since this was my first time. I essentially changed the colour of certain skills such as Blackhole so the colours match their respective technique type (red or blue). This still is a third party mod so my guess is you'll still need the Mod Manager or Vortex. My next step is to convert the mod using the official toolkit so it can be downloaded from the official site.
Glad you're enjoying it. It is a delicate balance between making the most powerful skills costly but not too costly to the point you can't use any other skills. I'll continue to have a look at making sure it's balanced and fun. I'll also definitely try to add a skill where you can increase Infinity. Cheers.
Hello, Harpsy22! I hope you're doing well! I'm a big fan of your work and was especially impressed with the "Gojo and Sukuna Subclasses" mod. I would like to ask if I could have your permission to post a Brazilian Portuguese translation for this mod. The translation was made with great care and attention to detail, staying as faithful as possible to your original vision, while using terms familiar from the official manga translation and Brazilian dub to enhance immersion for Portuguese-speaking players. Thank you for your amazing work, and I look forward to your response! Best regards!
Yeah go for it! Glad you're enjoying the mod. Just a heads up, I may update the mod in the next few days, so you might want to wait until then before working on a translation. Good luck!
Hi! I’d like to make a suggestion, if possible. I’m not sure if it’s difficult to implement, but could you create a version where Gojo’s barrier is an active magic instead of passive? The idea is that I would activate the barrier, and while it’s active, any attacks I receive would deal 0 damage. However, I would lose KI points for each attack I should have taken. Additionally, I’d suggest that the Black Flash, after landing a critical hit, restores some health and KI points. The Black Flash effect could last for 1, 2, or even 3 turns, and the effects would stack (following the idea from the manga, where using Black Flash unlocks the character’s full potential). It might end up being a bit overpowered, but honestly, when playing with a Gojo or Sukuna mod, I don’t mind if it’s not balanced, haha. Thanks again for allowing the translation! I’ll wait for the update to start.
I have another question that came up. Did you upload the mod to mod.io using the tool or through the website/browser? I play the game on a shared account, so I can't download the tool. If you uploaded it through the website, could you please send me the link so I can upload the translation in the future? Thanks :)
I did think of trying to implement an Infinity toggle, however the issue is if you turn it off it resets the duration. I think I can work around it but for the moment it's not a priority. Also Black Flash does restore some Ki as well when you land one and does last a long time.
I uploaded the mod via the toolkit, I think you have to use the toolkit in order to authenticate it.
if you can't find a workaround for the toggle on the barrier maybe just reduce the amount of charges it gives overall but make it so it could be cast like twice per either long or short rest or something like that? i think the idea of a toggle for that ability would be quite cool tbh
For some reason the damage dice on all the skills suddenly stop rolling as in Ill always automatically roll the highest damage every time, is this possibly because of a conflict issue or what's happening?
Okay, I might have an idea what could cause the issue on the Shrine subclass so I can recheck if that is working properly. If not, then it could be a conflict with your other mods.
Hey! i was wondering, does the vigilance and brace reactions just not work or are they actually for use against the subclasses counterpart (like using it intently against a Cut the World or Hollow Purple) thanks in advance
Potentially, the only issue I can think of is it maybe resetting the number of 'charges' Infinity has when turned on/off. I can test it out though with the toolkit when I get to it.
I reverted to patch 6 and only got this mod, the requirements and some hair mods and none showed up, i was using the vortex mod maanger since this one isnt on the built in mod manager
I'm not really familiar with the Vortex mod manager and I haven't seen this before so I don't think I can offer any good advice. I am working on the mod using the official toolkit so hopefully when I upload that it should solve some issues.
Hey, at the moment Black Flash decreases the crit roll by 1 after each hit, making you more 'in the zone' but still being random. I will add in a feature that increases your cursed energy (kiPoints) after each hit though. No plans yet for other characters. I'll focus on converting this mod then go from there.
Yeah go for it! Glad you're enjoying the mod. Just a heads up, I may update the mod in the next few days, so you might want to wait until then before working on a translation. Good luck!
Hi! I’d like to make a suggestion, if possible. I’m not sure if it’s difficult to implement, but could you create a version where Gojo’s barrier is an active magic instead of passive? The idea is that I would activate the barrier, and while it’s active, any attacks I receive would deal 0 damage. However, I would lose KI points for each attack I should have taken. Additionally, I’d suggest that the Black Flash, after landing a critical hit, restores some health and KI points. The Black Flash effect could last for 1, 2, or even 3 turns, and the effects would stack (following the idea from the manga, where using Black Flash unlocks the character’s full potential). It might end up being a bit overpowered, but honestly, when playing with a Gojo or Sukuna mod, I don’t mind if it’s not balanced, haha. Thanks again for allowing the translation! I’ll wait for the update to start.
I have another question that came up. Did you upload the mod to mod.io using the tool or through the website/browser? I play the game on a shared account, so I can't download the tool. If you uploaded it through the website, could you please send me the link so I can upload the translation in the future? Thanks :)
I did think of trying to implement an Infinity toggle, however the issue is if you turn it off it resets the duration. I think I can work around it but for the moment it's not a priority. Also Black Flash does restore some Ki as well when you land one and does last a long time.
I uploaded the mod via the toolkit, I think you have to use the toolkit in order to authenticate it.
Loving the mod and enjoying the Shrine subclass a lot, but personally I think the action economy is pretty bad for the damage you get plus the range for Zone Dismantle feels a bit low). Divine Flame (Domain Expansion variant) and Cleave being melee range while in domain doesn't make a whole lot of sense? Plus somehow I keep damaging myself with it and subsequently breaking the concentration save and broke the domain, leaving me in a much weaker state because all the techniques are disabled.
In my opinion I think the damage dice and range on Zone Dismantle could use an increase, and if possible somehow make it so you can cast one or two Dismantle/Cleave within one turn would make it a bit nicer, and make the domain bigger because it doesn't stun opponents like Gojo's Infinity.
Divine Flame should also ignore resistance because in the manga it manages to burn Jogo (a pyrokinetic curse) to ashes.
Thanks for the feedback. Divine Flame (Inside Domain) damaging the user was a bug which will be fixed the next patch. I thought it already ignored resistance as I based it on a Hellfire spell, but I'll look at it again to make sure it does.
I can relook at Zone Dismantle which is based on Conjure Barrage (which has 2d8 of damage), I obviously want the damage to be lower than the single target version but how much lower it should be is rather subjective.
The Cleave only working in melee range while inside the domain is a fair point. Though it's a low priority to fix given that there a few other things I want to do beforehand, plus the tick damage that happens when Malevolent Shrine is active can represent the Cleaves/Dismantles that take place.
I want to increase the range on Malevolent Shrine however the Visual Effects for the surface is for 6 meters, meaning if I want to increase it I will have to change that (which I have experience in doing yet) otherwise any additional range would be invisible to users.
Thanks again for letting me know about these issues, helps me address them in future updates.
Thanks for the feedback. Divine Flame (Inside Domain) damaging the user was a bug which will be fixed the next patch. I thought it already ignored resistance as I based it on a Hellfire spell, but I'll look at it again to make sure it does.
I can relook at Zone Dismantle which is based on Conjure Barrage (which has 2d8 of damage), I obviously want the damage to be lower than the single target version but how much lower it should be is rather subjective.
The Cleave only working in melee range while inside the domain is a fair point. Though it's a low priority to fix given that there a few other things I want to do beforehand, plus the tick damage that happens when Malevolent Shrine is active can represent the Cleaves/Dismantles that take place.
I want to increase the range on Malevolent Shrine however the Visual Effects for the surface is for 6 meters, meaning if I want to increase it I will have to change that (which I have experience in doing yet) otherwise any additional range would be invisible to users.
Thanks again for letting me know about these issues, helps me address them in future updates.
okay so im not sure if im doing something wrong, but enemies refuse to target me, with or without the upgraded infinity passive. I had around 18-19 ac i think, as well as the sentinel feat. But unless i was thd only target there, no one would fight me. Just confused about how the infinity works so an explansion could be great. Am i suppose to purposely keep my ac really low?
From memory the Sentinel feat could be causing some issues. When I was originally testing Infinity and had that feat active a lot of enemies wouldn't target me, my AC was around 17-18 I think. Once I got rid of the feat I haven't had much issues with testing.
I put on the sentinel after i found that they werent targetting to try and fix it. So eitherway with or without sentinel they would ignore me 100%. Maybe my AC was the problem im not sure.
In the skuna sub class, The Cut the World spell isn’t working at all. When I press Ready for Cut the World Slash, it only lasts for one turn. So, when I try to use Cut the World in the next turn of a turn-based battle, it just won’t activate. It works fine in non-combat situations (for one turn), but as soon as I enter battle, the ready status seems to disappear before I can use Cut the World on the following turn. Is anyone else experiencing this issue?
Hey, I'm aware of that issue and I've already patched it. Not sure when I'll release it because I'm trying not to update the mod on mod.io so that it gets accepted for consoles, etc. if it takes too long then I'll update it regardless.
if you can't find a workaround for the toggle on the barrier maybe just reduce the amount of charges it gives overall but make it so it could be cast like twice per either long or short rest or something like that? i think the idea of a toggle for that ability would be quite cool tbh
Just finished the game with this mod, was super fun, main things I would say is to add more subclasses, like maybe add the ability to have a toji or geto thing going, or just open it up more and just give us a wide variety of heavenly pacts and cursed techniques. Numbers definitely need some adjusting balance wise, red is mostly useless, teleport and hollow purple are beyond broken, even if hollow purple does miss pretty frequently, other than for a handfull of bosses it literally 1 shots everything in the game. The blue spells are pretty balanced, but maybe buff maximum outfit blue a bit as it falls off hard later, honestly it'd be cool to have as a bonus action so you can combo it with hollow purple but that'd be broken as shit. Overall really fun good job.
Hey thanks for the feedback. I might make a Toji/Maki subclass in the future but nothing confirmed. I was reluctant to make red extremely powerful because at the time I wasn't too sure if I could add new spells into a spell container (ie. I didn't want to have the user unlock extremely powerful spells at Lv 6). Turns out you can though, since I know this now I'll definitely improve the Red skills at higher levels. I'll scale back the Hollow Purple / World Slash damage with the Balanced Mode.
If you unpack the mod file and then go to Public/JujutsuKaisen_17921de7-c3ef-4b50-df76-5118d8388037/Progressions.lsx
scroll down in the progressions file untill you find level 4 and level 4 should have this "<attribute id="AllowImprovement" type="bool" value="true"/>"
then copy paste that into every single other level entry and you get a feat every level
How did you unpack the mod? I tried using Game Extractor, but it says no plugins were able to do it
Edit: I figured it out using the BG3 Modders Multitool instead, but now I have an issue of being unable to respec. Am I missing something?
Edit 2: Nevermind, I got it fully working. You need to make sure to not put that line for level 1 of progression, and then it works fine. I imagine it was waiting for me to choose a feat without giving me the option to do so
hello, may I ask how did you do it? I can't figure out for the life of me how and there aren't really any tutorials out there, or is it possible could you send me the modified .pak? thanks <3
Hey thanks for the feedback. I might make a Toji/Maki subclass in the future but nothing confirmed. I was reluctant to make red extremely powerful because at the time I wasn't too sure if I could add new spells into a spell container (ie. I didn't want to have the user unlock extremely powerful spells at Lv 6). Turns out you can though, since I know this now I'll definitely improve the Red skills at higher levels. I'll scale back the Hollow Purple / World Slash damage with the Balanced Mode.
Okay, I might have an idea what could cause the issue on the Shrine subclass so I can recheck if that is working properly. If not, then it could be a conflict with your other mods.
From memory the Sentinel feat could be causing some issues. When I was originally testing Infinity and had that feat active a lot of enemies wouldn't target me, my AC was around 17-18 I think. Once I got rid of the feat I haven't had much issues with testing.
I put on the sentinel after i found that they werent targetting to try and fix it. So eitherway with or without sentinel they would ignore me 100%. Maybe my AC was the problem im not sure.
Yep, the Gojo Subclass was the original mod where the subclass was under the Monk class. The Gojo & Sukuna mod is the new one and the subclasses are under its own class 'Jujutsu Sorcerer'.
Yep, the Gojo Subclass was the original mod where the subclass was under the Monk class. The Gojo & Sukuna mod is the new one and the subclasses are under its own class 'Jujutsu Sorcerer'.
Hey im still learning alot form this game and my question would be what stat does furry blows etc. and the other spell scale? Do they have different stats.
Hey, so Flurry of Blows is based on the users unarmed damage (which is also bludgeoning). Most of the spells have a fixed damage that either I decided or it's based on the spell it is based on. Most of the Limitless skills are Force damage while most of the Shrine skills are Slashing damage.
Hey, so Flurry of Blows is based on the users unarmed damage (which is also bludgeoning). Most of the spells have a fixed damage that either I decided or it's based on the spell it is based on. Most of the Limitless skills are Force damage while most of the Shrine skills are Slashing damage.
Hey, I'm aware of that issue and I've already patched it. Not sure when I'll release it because I'm trying not to update the mod on mod.io so that it gets accepted for consoles, etc. if it takes too long then I'll update it regardless.
If you unpack the mod file and then go to Public/JujutsuKaisen_17921de7-c3ef-4b50-df76-5118d8388037/Progressions.lsx
scroll down in the progressions file untill you find level 4 and level 4 should have this "<attribute id="AllowImprovement" type="bool" value="true"/>"
then copy paste that into every single other level entry and you get a feat every level
How did you unpack the mod? I tried using Game Extractor, but it says no plugins were able to do it
Edit: I figured it out using the BG3 Modders Multitool instead, but now I have an issue of being unable to respec. Am I missing something?
Edit 2: Nevermind, I got it fully working. You need to make sure to not put that line for level 1 of progression, and then it works fine. I imagine it was waiting for me to choose a feat without giving me the option to do so
hello, may I ask how did you do it? I can't figure out for the life of me how and there aren't really any tutorials out there, or is it possible could you send me the modified .pak? thanks <3
Thanks to everyone who participated in the poll. Based on the results, I will implement a new class for the Gojo and Sukuna subclasses. There was a total of 56 responses, with the new class category being favoured 43-13 (76.7% to 23.3%). I will add that once I clarified a few things such as I will be adding some Monk passives into the new class, the polling became 25-1 in favour of the new class.
I have begun working on the new mod, not sure on a ETA yet. Thanks for your patience.
Hey Everyone, As you all probably know by now Patch 8 is now live. I've done a small amount of testing and the mod seems to be fine, this testing was done in a new game and in a pre-existing game on a save file that didn't have mods and all the skills, icons, etc are looking fine. My current save files with mods installed seem to be buggy but I do not believe this mod is responsible for it.
I will be working on an update to fix some bugs as well.
(sorry if this comment seems strange or illiterate, it was written using Google translator) - I will probably retell banal ideas that have already been said by other people, but I would like to collect these questions and suggestions in one pile, so here it is-I would like to ask if the author is alive, what is he doing now and when will the new update come out. Also, I am currently playing for the sukuna subclass and would like to ask to transfer some of his abilities to level 9, because from level 9 to 11, the sukuna subclass is frankly much worse than the gojo subclass - I would also like to see support for 13+ levels in this mod and also could you add a dash as a bonus action like the ones rogues and monks have, I also understand that these are my wishes, but on the nexus there is already a mod for the gojo subclass and for the jujutsu mage class. I would like to ask you, if possible, to talk to its author to combine the 2 mods or just borrow some abilities so that there is no need to take 2 classes and thereby break your additional movement speed and martial arts bone. I would also like to see a separate sub-mod that would improve the current domain expansion since at the moment they are weak - the idea for the sub-mod would be to make allies immune to the effects of domain expansion, increase the radius to at least 50-70 feet and increase damage per turn, after all, 2d6 damage per turn at the maximum level is not serious I would also like for the treatment of the reverse cursed technique and, in general, all things that grow from the level of the jujutsu mage to grow from the character’s level (your choice is to make this part of the main mod or make it an additional mod) I guess I said everything I wanted
I've been playing around with the Sukuna subclass and have noticed that quite a few of abilities don't have animations. My model will just stand there frozen for a bit and then the dmg will resolve. I was wondering if there was anything on my end I could do to fix that or if it was a mod issue that should be brought up. I really enjoy the class and wanted to make sure I was doing things right....given my track record with mods lol.
Stopped by to say I overall love this mod! I am using it on a new playthrough using the new mod manager on bg3. I love the recolors you have done to the spells!
I am using the Limitless subclass.
I have a question though, when does the infinity ability come back after exhausting the turns you have? I know there is a perk you get at a higher level that refreshed the infinity count on short rest but how does it work on lower levels? Currently it feels like they randomly refresh. I count not find any text that mentioned it.
Also I love the recolors for every spell so far but I noticed that Red: Projectile is just a fire chromatic orb. Would it be possible to to get that recolored in the same color scheme as magic missile?
Edit: After reading the changelog here on Nexus I saw you last updated Nov. 19, 2024. I hope you keep working on the mod and maybe add more to this mod based on other JJK characters (Toge and Choso would be cool ones to have and excited to see how you would interpret and implement them!)
I find it awesome how you try to keep it as close as possible to how the JJK abilities work in the anime/manga
I am absolutely in AW at how awesome this mod has turned out! Keep up the work!!!
38 comments
Also you might consider making domain expansion into mass spell, so it would fill more like, you know
Domain expansion
Can't wait for a sukuna subclass!
Please make more JJK characters. Id like to run a full team of 4
Unfortunately I might not be able to help since I can't find an issue on my end. Do you have any other mods installed or any more details? Thanks.
i think the only thing i've noticed so far is blue is super fun to use, but i think it's a little underwhelming? it has a huge pull and slow effect which is nice, but unless a party member can take advantage of the enemies being grouped its not super useful. i think adding a damaging effect or maybe even making it so allied fighters or party members aren't pulled into the center would be nice; i understand it's just black hole and is a base skill in BG3 but if its possible that would be awesome! i will say the 2ki self black hole is super cool too, but i think it also pulls party members which can be a deterrent for me using it to keep enemies locked down.
other than that, i think red and red (zone) are well done and feel strong, i wish red was aoe (very small radius or anything super close to your target) but that's more of an opinion than anything off-putting or bad.
i'll edit this with an update once I get to experience the higher levels but i definitely am enjoying it, and the theme, and am super grateful you made this!! thanks a bunch :)
(for anyone having issues with this subclass not showing up, i'm using monk way of no mercy and astral self and it's worked fine. this subclass didn't show up when it was lower in the load order using BG3 mod loader but as soon as i put it above both of those subclasses it showed up!! i don't have any other monk changing mods/subclasses to report on)
I've been thinking of having 2 variations of the mod, with one being more balanced while the other would be overpowered. I originally decided to add friendly fire to kind of resemble the fact that having other people around Gojo tended to make him hold back as they only got in the way.
I might try to have the OP variant have no cooldown restrictions (no short/long rest) but at the cost of friendly fire for the most powerful attacks whilst the balanced version will have cooldowns but won't impact teammates.
Out of curiosity, which version have you been playing on? When I was testing 1.1.1 all of the subclass mods (this mod, Astral self, Soul monk, Way of Mercy) that I was using all seemed to work regardless of load order. So it might be something I'll look into.
Now that you've reminded me of that, it makes perfect sense that the abilities would include friendly fire actually. I wonder instead of making them not hit allies in the balanced version, you could add something like dimensional door so you can move allies around outside of there turn, or add something like sorcerer metamagic where there's a save your allies can make, maybe even just for the slow effect on Blue. I'm no modder so I'm just spitballing, I'm just thinking that you're right that Gojo operates better alone, but in the context of BG3 it can make higher difficulties a little challenging since its mostly group based fighting and every action matters.
As for version do you mean mod loader, or your mod? I haven't been using mods long enough to fully understand these kinda things, but for the loader I'm on 1.0.10.0 and your mod is version 1.1.0.0. Apologies if neither of those are the numbers you're asking for lol
I use Alternate Monk and the two seems sadly incompatible so both don't appear :/
Hope a feature update make them compatible because it look awesome
Also by 'resetting all the skills after battle' do you mean removing the cooldown on the abilities? If so, I will be doing that for the OP version.
I've been thinking of having 2 variations of the mod, with one being more balanced while the other would be overpowered. I originally decided to add friendly fire to kind of resemble the fact that having other people around Gojo tended to make him hold back as they only got in the way.
I might try to have the OP variant have no cooldown restrictions (no short/long rest) but at the cost of friendly fire for the most powerful attacks whilst the balanced version will have cooldowns but won't impact teammates.
Out of curiosity, which version have you been playing on? When I was testing 1.1.1 all of the subclass mods (this mod, Astral self, Soul monk, Way of Mercy) that I was using all seemed to work regardless of load order. So it might be something I'll look into.
Icons for Modded Subclasses compatibility ?
Now that you've reminded me of that, it makes perfect sense that the abilities would include friendly fire actually. I wonder instead of making them not hit allies in the balanced version, you could add something like dimensional door so you can move allies around outside of there turn, or add something like sorcerer metamagic where there's a save your allies can make, maybe even just for the slow effect on Blue. I'm no modder so I'm just spitballing, I'm just thinking that you're right that Gojo operates better alone, but in the context of BG3 it can make higher difficulties a little challenging since its mostly group based fighting and every action matters.
As for version do you mean mod loader, or your mod? I haven't been using mods long enough to fully understand these kinda things, but for the loader I'm on 1.0.10.0 and your mod is version 1.1.0.0. Apologies if neither of those are the numbers you're asking for lol
Unfortunately I might not be able to help since I can't find an issue on my end. Do you have any other mods installed or any more details? Thanks.
and can you make Lapse Blue actually blue?
Also you might consider making domain expansion into mass spell, so it would fill more like, you know
Domain expansion
Can't wait for a sukuna subclass!
Also by 'resetting all the skills after battle' do you mean removing the cooldown on the abilities? If so, I will be doing that for the OP version.
I use Alternate Monk and the two seems sadly incompatible so both don't appear :/
Hope a feature update make them compatible because it look awesome
I didn't have to update CL or CF and my game is working.
Like the blue being blue... etc
The mod still works for Patch 7. I will point out that I haven't used the inbuilt mod manager yet and am still using the BG3 Mod Manager.
Make sure to update the BG3 Mod Manager (Help > Check for Updates), and to download the latest script extender (version 20) and mod fixer, Improved UI, etc. Apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
If you're having trouble with Patch 7 you can revert back to Patch 6 using this info.
I didn't have to update CL or CF and my game is working.
"<attribute id="AllowImprovement" type="bool" value="true"/>"
[Download] Gojo Monk Subclass Feat Every Level Google-DriveHad to upload on google drive I swear I've seen people be able to upload on mod forums or im tripping
After I push the latest update I will try to convert it for mod.io / official mod manager. Hopefully that might resolve some issues.
In addition do you have other subclass mods that you use in coop that work in Patch 7? I'm not really able to test coop properly, so although I have some ideas on what is causing the issue it's just a guess. If you have other mods, I could have a peek at their files to see what they did differently. Cheers.
"<attribute id="AllowImprovement" type="bool" value="true"/>"
[Download] Gojo Monk Subclass Feat Every Level Google-DriveHad to upload on google drive I swear I've seen people be able to upload on mod forums or im tripping
After I push the latest update I will try to convert it for mod.io / official mod manager. Hopefully that might resolve some issues.
In addition do you have other subclass mods that you use in coop that work in Patch 7? I'm not really able to test coop properly, so although I have some ideas on what is causing the issue it's just a guess. If you have other mods, I could have a peek at their files to see what they did differently. Cheers.
Simple Domain protects you from a Domain Expansion. So in Unlimited Void's case, it will protect the user from getting stunned by UV.
1.CommunityLibrary
2.CompatibilityFramework
3.Gojo Monk Subclass - Balanced
4.ImpUI (ImprovedUI)
Level 3: Psionic Pull, Infinity
Level 4: Blackhole, Teleport
Level 6: Reverse Cursed Technique, Most Red abilities, All other mobility skills
Level 9: Simple Domain, Red (Push all), Hollow Purple
Level 11: Domain Expansion
Level 12: Restore Domain Expansion (unbalanced mode only)
- BG3 Community Library
- ImpUI
- Gojo Mod
- Compatibility Framework
and im still unable to see it in the level 3 level up screen for monk. Is improved ui tweaking. does it have something to do with mods that go in the generated folder. Seeing your mod had me really excited to do a playthrough. Also im really hopefull for your planned sukuna mod.If not, then make sure everything is the latest version (1.0.11 Mod Manager, 1.5.3.4 ImpUI, etc.). I'm not too sure about this, but apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
In the near future I will try to convert the mod with the official mod support tools so hopefully the chance of conflicts will be lower then.
Unfortunately I'm not really familiar with Solo Leveling so the likelihood of me making it would be pretty low.
- BG3 Community Library
- ImpUI
- Gojo Mod
- Compatibility Framework
Make sure the Script Extender (version 20) and Mod Fixer is also up and running.Unfortunately I'm not really familiar with Solo Leveling so the likelihood of me making it would be pretty low.
1.CommunityLibrary
2.CompatibilityFramework
3.Gojo Monk Subclass - Balanced
4.ImpUI (ImprovedUI)
- BG3 Community Library
- ImpUI
- Gojo Mod
- Compatibility Framework
Make sure the Script Extender (version 20) and Mod Fixer is also up and running.Things that may make the gameplay seem cleaner:
- The short/long rest cooldowns could be reworked to simply have higher ki-point costs, that way it can be a tactical decision to conserve ki or nova.
- Like the abjuration wizard, a way to manually increase infinity could be nice, perhaps at the cost of ki and an action.
The implementations are really clean though, amazing work, I can see how each of the characters could be implemented in similarly creative ways.
Look forward to it all!
It is a delicate balance between making the most powerful skills costly but not too costly to the point you can't use any other skills. I'll continue to have a look at making sure it's balanced and fun. I'll also definitely try to add a skill where you can increase Infinity. Cheers.
I'll try to add some level details in the near future as well.
I'll try to add some level details in the near future as well.
Level 3: Psionic Pull, Infinity
Level 4: Blackhole, Teleport
Level 6: Reverse Cursed Technique, Most Red abilities, All other mobility skills
Level 9: Simple Domain, Red (Push all), Hollow Purple
Level 11: Domain Expansion
Level 12: Restore Domain Expansion (unbalanced mode only)
If not, then make sure everything is the latest version (1.0.11 Mod Manager, 1.5.3.4 ImpUI, etc.). I'm not too sure about this, but apparently the manager looks at all the mods you have downloaded, not just the active ones you have in BG3MM, so maybe clear out any inactive mods you think could cause an issue.
In the near future I will try to convert the mod with the official mod support tools so hopefully the chance of conflicts will be lower then.
I'm sorry if it's too much of a request but the thing is my PC PSU is failing and I have undervolting everything to make this pc atleast able to turn on and operational without shutting down itself, so at the meantime i'm unable to try it myself until i get myself a replacement for the PSU. So if you able to do a showcase i highly appreciate it but if it's too much of a hassle, I will be understanding.
In terms of VFX i've been meaning to suggest to you about a VFX that i think really fitting for Gojo DE but again, since i having this issue with my pc i couldn't take a screenshot and post it to you. I saw the VFX while trying this other mod called Soul Reaper 2.1 by shenyixxxx I forgot from which skill but it make the floor turn into the vast space with stars and such. I just want to let you know, hope it helps in some way, looking forward for your iteration of Sukuna. Hope my PC is fix by then. Good luck!
I will note that the VFX I added for this version was for Blackhole and some of the other red/blue techniques. The new UV was more based on how the spell works rather than how it looks.
Also thanks for the heads up about Soul Reaper, I'll have a look at it. Once I move over this mod (and the Sukuna mod) to mod.io then I'll get started again on altering the VFX, etc. Good luck with you PC!
My brother and I are having issues though, we're level 13. We were before the patch as well. After patch 7 was installed we still get it to work, but can no longer level up. The game just crashes, we have all the required mods as well.
Any suggestions help!
Simple Domain protects you from a Domain Expansion. So in Unlimited Void's case, it will protect the user from getting stunned by UV.
I will note that the VFX I added for this version was for Blackhole and some of the other red/blue techniques. The new UV was more based on how the spell works rather than how it looks.
Also thanks for the heads up about Soul Reaper, I'll have a look at it. Once I move over this mod (and the Sukuna mod) to mod.io then I'll get started again on altering the VFX, etc. Good luck with you PC!
Are you also using the BG3 Mod Manager or the Official Mod Manager?
Are you also using the BG3 Mod Manager or the Official Mod Manager?
No plans yet for other characters. I'll focus on converting this mod then go from there.
It is a delicate balance between making the most powerful skills costly but not too costly to the point you can't use any other skills. I'll continue to have a look at making sure it's balanced and fun. I'll also definitely try to add a skill where you can increase Infinity. Cheers.
I hope you're doing well! I'm a big fan of your work and was especially impressed with the "Gojo and Sukuna Subclasses" mod. I would like to ask if I could have your permission to post a Brazilian Portuguese translation for this mod.
The translation was made with great care and attention to detail, staying as faithful as possible to your original vision, while using terms familiar from the official manga translation and Brazilian dub to enhance immersion for Portuguese-speaking players.
Thank you for your amazing work, and I look forward to your response!
Best regards!
Additionally, I’d suggest that the Black Flash, after landing a critical hit, restores some health and KI points. The Black Flash effect could last for 1, 2, or even 3 turns, and the effects would stack (following the idea from the manga, where using Black Flash unlocks the character’s full potential). It might end up being a bit overpowered, but honestly, when playing with a Gojo or Sukuna mod, I don’t mind if it’s not balanced, haha.
Thanks again for allowing the translation! I’ll wait for the update to start.
Also Black Flash does restore some Ki as well when you land one and does last a long time.
I uploaded the mod via the toolkit, I think you have to use the toolkit in order to authenticate it.
Is there a way to regenerate the Infinity 'ward' (like with the abjuration subclass) ?
No plans yet for other characters. I'll focus on converting this mod then go from there.
Additionally, I’d suggest that the Black Flash, after landing a critical hit, restores some health and KI points. The Black Flash effect could last for 1, 2, or even 3 turns, and the effects would stack (following the idea from the manga, where using Black Flash unlocks the character’s full potential). It might end up being a bit overpowered, but honestly, when playing with a Gojo or Sukuna mod, I don’t mind if it’s not balanced, haha.
Thanks again for allowing the translation! I’ll wait for the update to start.
Also Black Flash does restore some Ki as well when you land one and does last a long time.
I uploaded the mod via the toolkit, I think you have to use the toolkit in order to authenticate it.
In my opinion I think the damage dice and range on Zone Dismantle could use an increase, and if possible somehow make it so you can cast one or two Dismantle/Cleave within one turn would make it a bit nicer, and make the domain bigger because it doesn't stun opponents like Gojo's Infinity.
Divine Flame should also ignore resistance because in the manga it manages to burn Jogo (a pyrokinetic curse) to ashes.
Divine Flame (Inside Domain) damaging the user was a bug which will be fixed the next patch. I thought it already ignored resistance as I based it on a Hellfire spell, but I'll look at it again to make sure it does.
I can relook at Zone Dismantle which is based on Conjure Barrage (which has 2d8 of damage), I obviously want the damage to be lower than the single target version but how much lower it should be is rather subjective.
The Cleave only working in melee range while inside the domain is a fair point. Though it's a low priority to fix given that there a few other things I want to do beforehand, plus the tick damage that happens when Malevolent Shrine is active can represent the Cleaves/Dismantles that take place.
I want to increase the range on Malevolent Shrine however the Visual Effects for the surface is for 6 meters, meaning if I want to increase it I will have to change that (which I have experience in doing yet) otherwise any additional range would be invisible to users.
Thanks again for letting me know about these issues, helps me address them in future updates.
Divine Flame (Inside Domain) damaging the user was a bug which will be fixed the next patch. I thought it already ignored resistance as I based it on a Hellfire spell, but I'll look at it again to make sure it does.
I can relook at Zone Dismantle which is based on Conjure Barrage (which has 2d8 of damage), I obviously want the damage to be lower than the single target version but how much lower it should be is rather subjective.
The Cleave only working in melee range while inside the domain is a fair point. Though it's a low priority to fix given that there a few other things I want to do beforehand, plus the tick damage that happens when Malevolent Shrine is active can represent the Cleaves/Dismantles that take place.
I want to increase the range on Malevolent Shrine however the Visual Effects for the surface is for 6 meters, meaning if I want to increase it I will have to change that (which I have experience in doing yet) otherwise any additional range would be invisible to users.
Thanks again for letting me know about these issues, helps me address them in future updates.
I'll scale back the Hollow Purple / World Slash damage with the Balanced Mode.
EDIT - Nvm i figured out how to do it myself xD
scroll down in the progressions file untill you find level 4 and level 4 should have this "<attribute id="AllowImprovement" type="bool" value="true"/>"
then copy paste that into every single other level entry and you get a feat every level
Edit: I figured it out using the BG3 Modders Multitool instead, but now I have an issue of being unable to respec. Am I missing something?
Edit 2: Nevermind, I got it fully working. You need to make sure to not put that line for level 1 of progression, and then it works fine. I imagine it was waiting for me to choose a feat without giving me the option to do so
I'll scale back the Hollow Purple / World Slash damage with the Balanced Mode.
scroll down in the progressions file untill you find level 4 and level 4 should have this "<attribute id="AllowImprovement" type="bool" value="true"/>"
then copy paste that into every single other level entry and you get a feat every level
Edit: I figured it out using the BG3 Modders Multitool instead, but now I have an issue of being unable to respec. Am I missing something?
Edit 2: Nevermind, I got it fully working. You need to make sure to not put that line for level 1 of progression, and then it works fine. I imagine it was waiting for me to choose a feat without giving me the option to do so
Hi Everyone,
Just letting you know that the Gojo (and Sukuna) mod is now available. Hope you enjoy, feel free to let me know of any bugs, etc. Thanks
Hi Everyone,
Thanks to everyone who participated in the poll. Based on the results, I will implement a new class for the Gojo and Sukuna subclasses.
There was a total of 56 responses, with the new class category being favoured 43-13 (76.7% to 23.3%). I will add that once I clarified a few things such as I will be adding some Monk passives into the new class, the polling became 25-1 in favour of the new class.
I have begun working on the new mod, not sure on a ETA yet. Thanks for your patience.
Hey Everyone,
As you all probably know by now Patch 8 is now live. I've done a small amount of testing and the mod seems to be fine, this testing was done in a new game and in a pre-existing game on a save file that didn't have mods and all the skills, icons, etc are looking fine. My current save files with mods installed seem to be buggy but I do not believe this mod is responsible for it.
I will be working on an update to fix some bugs as well.
I am using the Limitless subclass.
I have a question though, when does the infinity ability come back after exhausting the turns you have? I know there is a perk you get at a higher level that refreshed the infinity count on short rest but how does it work on lower levels? Currently it feels like they randomly refresh. I count not find any text that mentioned it.
Also I love the recolors for every spell so far but I noticed that Red: Projectile is just a fire chromatic orb. Would it be possible to to get that recolored in the same color scheme as magic missile?
Edit:
After reading the changelog here on Nexus I saw you last updated Nov. 19, 2024. I hope you keep working on the mod and maybe add more to this mod based on other JJK characters (Toge and Choso would be cool ones to have and excited to see how you would interpret and implement them!)
I find it awesome how you try to keep it as close as possible to how the JJK abilities work in the anime/manga
I am absolutely in AW at how awesome this mod has turned out! Keep up the work!!!