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  1. GraphicFade
    GraphicFade
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    Previous Update Notes:
    Spoiler:  
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    Update 1.3.5

    • Fixed: Lone Wolf's Vestment displaying Light Armor, Will now display correctly as Medium Armor
    • Balanced: Hidden Hunter's Stride - Predator's Pounce now only takes effect once per turn.
    • Balanced: Hunter's Shroud - Talonstrike Enhancement now only takes effect once per turn and no longer takes effect on critical hits.
    Update 1.3.0

    • No longer requires Script Extender - FED is now used for item distribution
    • If you aren't already using the Mod.io version - the UUID for the mod is different - Start a new save before updating.
    • Removed 'Unique' Tag from items
    Update 1.2.0

    • Added all of the Act 3 equipment
    Update 1.1.0

    • Added all of the Act 2 equipment
    Update 1.0.0

    • Initial Release
  2. Applejaxc
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    For anyone playing with a mod list full of new magic items, and struggling to get the game to feel balanced, Zerd's RAW has an option to add attunement to BG3. You can match the tabletop limit of 3 items, or follow the Listonomicon example of a 5-item limit, or any more or less you think you need. To save you time unpacking every mod on Nexus so you can add modded items to the attunement list, I have made a file for GraphicFade's mods you can download/use/copy/modify/whatever. There are also files for about 31 other mods :)
  3. AngelsWings
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    Hello, i'm probably missing something but... firstly i'm playing on PS5. Last Update made the chest disapear of the tutorial chest. Intentional ? If not, i'm gonna have to see which mod conflict with it. Anyway, nice mod.
    1. GraphicFade
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      It's covered in the patch notes
  4. Medah
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    Ring of the Primal Hunter appears to be activating damage riders such as the ones on Arcane Archer's Arcane Shots. That seems too strong
    This was on Honour mode where it shouldn't happen at the very least


    1. GraphicFade
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      I can't do anything about this being a damage rider. Also, the # shows 9, but it should be less, if you hover over the damage roll - it will show the actual number. This is a known Combat Log bug.
  5. Brisea
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    I’m curious about something in the companion stats article. Two of the companions bite attacks say “+unarmed ability modifier” what does this mean exactly? 
    1. GraphicFade
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      I'm not 100% sure, when exploring the companion abilities this is what was used for damage so I kept it. When looking on the Larian discord someone stated it may be the Strength and Dexterity modifiers but I'm not sure, very little information about it.
  6. VoidenIrritus
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    Ring of the Primal Hunter appears to be edited by modifiers and able to critical hit, making the damage pretty high for act I
    1. GraphicFade
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      I'll look into balancing this so it doesn't apply to critical hits when I roll out the next update.
  7. mattg2020
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    would be awesome if you added some gear for meele rangers some legendary swords or something
  8. PraiseThyJeebus
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    Ranger act 3 bag the cloak appears to have no benefits and is called "Placeholder Title"
    This made me laugh more than it should have. Love the mod btw. Thank you
    1. GraphicFade
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      Yep, I have a comment in regards to it under the Act 3 Minor Notes. It's just there for cosmetic appeal.
  9. minitrollmt2002
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    The description on the Ceberus' Maw is quite confusing. It says that it adds full dexterity modifier to the weapon damage but don't all weapons add your full strength or dexterity modifier to the attack roll and damage roll. Upon checking the combat log, the dexterity modifier is added twice to the damage roll just like the Farstrider's Reach. Also the weapon enchantment value is not added to the damage of the Ceberus' Maw. It is added to the attack roll though. 
  10. ZanaLyrander
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    Hey, love the mods! A few minor notes about the extra companions like Hyena, Spectral Hound, Displacer Beast: according to the article, you've programmed scaling for these alternate companions all the way up to level 20. I have been testing out a bunch of your mods alongside the Unlock Level Curve mod that allows leveling up to level 20, and have noticed a couple of minor issues for these companions.

    First of all, at level 20, the tooltips for their primary attacks is broken, and shows the wrong dice pool for damage. Thankfully, the damage actually done seems to be accurate, so this is a minor problem at best.

    Slightly more concerning is that at level 20, the companions actual models are enormous, to the point that using close range abilities like the Displacer Beast's Displace is difficult, because the Displacer Beast's model is kind of covering the hitbox of the target, making selecting them rather difficult.

    And finally, I'm not even sure if this is a bug or intended behavior, but since Spectral Hound is a Ghost rather than a Beast, items like the Gauntlets of the Beastmaster's Fury cannot affect it. If this is intended for balance purposes, that's fine, I just wanted to clarify if this is intended or not.
    1. GraphicFade
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      For the tooltip, you can't create scaling tooltips unless you create a separate level scaling code (like Barbarian Rage/Wildshape Damage) that would represent the damage, but that isn't worth the effect so this is just how it is due to vanilla in game limitations. As for the size, I actually never expected someone to put all 20 levels into Ranger which is why it is the way it is lol, also, who doesn't love a big floofy displacer beast 😆. As for the Spectral Hound, that is intended - as stated in the Article 
      Not considered a Beast
  11. lolDayus
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    Hey, great mod been using it my whole playthrough -- thing is, either something is horribly wrong with my modded game or Mark of the Tracker on the Headguard of the Master Tracker is actually broken. Like the stats/math or something because:

    https://imgur.com/a/tbmdnWR

    I don't think it's supposed to tack on THAT much damage THAT many times. For reference, the initial "2 acid damage" is the +2 acid damage from the Caustic Ring, but then it (the Mark) adds on the other 6 acid damage. I couldn't tell you offhand what's causing the shitload of Psychic damage (or at least the initial Psychic damage log entry) and the Thunder is from Elemental Weapon.

    Just wanted to give you a heads up but also doing a sanity check for myself in case there's something wrong with my save.
    1. GraphicFade
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      I can't check right now, but I believe its a combat log bug. If you hover over the damage # it should display the correct damage dealt and the sources where the damage came from.
  12. Streetfarm
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    Hey, I absolutely love your mods! Thank you for making them :)
    I do think however that Farstrider's Reach, Hunter's Shroud, and Hidden Hunter's Stride need nerfs. The bow does have great competition, but it is still quite strong.
    The Shroud and Stride however need immediate nerfs, and HARD nerfs on Shroud. Shroud is essentially free crits that stack with critting, and there are no boots that come close to the Stride in terms of power. My ranged rogue Astarion with Shroud is the indisputeable champion of damage, it is *insane*. I had to ban myself from using Shroud, otherwise the game became trivial.
    What do you think?
    1. GraphicFade
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      Thanks so much for the detailed feedback and for using my mods! I appreciate you taking the time to share your thoughts. From what I've read and heard, Rogue/Ranger multiclass is one of the most broken build in the game which is possibly why it feels broken? I generally built the items for the mindset of balancing the individual class, how players want to multiclass and potentially abuse an item is up to there discretion but it isn't meant to feel broken and I would like to keep the items more in line with how Larian balanced there items.
      I don't think Farstrider needs a neft, it only adds +4/5 damage per attack if you have 18/20 DEX. Which I believe is fine for a Very Rare, and Arrow of the Farstrider has a long rest cooldown and does minimal damage (1d8+Dex Modifier) so I wouldn't change anything about it.
      As for Hidden Hunter's Stride I believe it sits in a good area for a Rare item but I could possibly reduce the additional damage to 1d6 instead of it being 2d6 - The only reason I have Predator's Pounce so high is because you need to be obscured and the target needs to be Surprised which will only occur during the first turn in combat, also because you are limited to how many times you can attack in 1 turn - From my experience there aren't many encounters that you can Surprise a target also but I also didn't play 'stealthy' trying to surprise them.
      For Hunter's Shroud the only recommendation I can think of to nerf it is reducing the radius to 6m/20ft, or limit it to only occur once per turn. It is a very rare so its suppose to feel powerful but not broken. What are your thoughts on my suggestions? 
    2. Streetfarm
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      Thanks for responding so thoroughly! After thinking it over, I think I half-agree with your suggestions.
      I think I generally prefer items to be leaning towards the slightly weaker side, as I hate when content becomes trivial (but I also like new and interesting content, like your mods give :D). I had to ban myself from using Hunter's Shroud and Farstrider. Maybe I will use Farstrider, but I can't in good conscience use the shroud.
      Farstrider: When getting items that give +1 or +2 to attack rolls / damage, it is usually considered a big deal. Small number increases add up to a lot, especially when combined with other increases. I know Farstrider only gives to damage, but I can't find a single item in the base game that just passively adds +5 damage to all damage rolls. It is not BROKEN, it is simply in the high power end, but I truly think it is stronger than you realize! In my subjective opinion; too strong for a purple item.
      Hunter's Stride: I think I agree with you. The Predator's Pounce is very fair, as it has a lot of hard to get conditions, and it encourages a specific sneaky playstyle. Maybe keep that as it is. My issue is with the crit modifier, but I am unsure what to do about it. No other boots give the same level of consistent damage like the crit modifier. Maybe change the focus to more mobility, or just remove the crit modifier? Not entirely sure.
      Hunter's Shroud: This item is the absolutely broken. I agree that very rare should feel nice and powerful, but I truly believe it is the strongest item in the game. Crits add another dice to damage, so this shroud essentially makes ALL your attacks crit (ignoring the possibility for actual crits on top). Imagine using this with the Bhaal piercing vuln armor and volley. I can understand that it feels strong by itself, but no item exists in a vacuum, and this just has the potential to break the game balance too much.

      By the way, looking forward to your next class item mod!!
    3. GraphicFade
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      I will change Hunter's Shroud so it will not take effect if you crit, and to only occur once per turn. I will also change Hidden Hunter's Stride so the effect will only occur once, that way if you attack multiple times, it only happens one time. I'm nearly done with the bard equipment, just need to do some testing and set up the mod description page and take images of all the items, Possibly fix some vfx/icons to be more in line with the abilites.
      Updated in 1.3.5
    4. Streetfarm
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      Thank you for listening to feedback! You rock!
      Personally, I would have liked harder nerfs than this, I don't feel like those fixes the issues, but I don't want to take any more of your time or be too demanding. Luckily, I can always just choose not to use them, however strong the temptation might be.
      Looking forward to your bard equipment mod! (and your future equipment mods, if you plan on making more) :)
    5. shannon97
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      I did a comparison against other weapons and was about to comment, how Farstrider's Reach is not actually as broken as one might think. That's because in the image for this mod it does not have the +2 Weapon Enchantment it actually has in game.
      Without the +2 it actually is really close to a rough "act 2 baseline" for weapon damage of +1 with an extra d4 damage. It would sacrifice hit chance for damage which would push it away from the meta feat Sharpshooter which is interesting in and of itself.
      With the +2 enchantment it might be the strongest act 2 weapon though.

      Just some very rough numbers to illustrate how much damage the bow does at +0/+1/+2:
      +0 enchantment:
      6% above Act 2 baseline
      7% below Act 3 baseline
      +1 enchantment:
      21% above Act 2 baseline
      6% above Act 3 baseline
      +2 enchantment (the current iteration):
      36% above Act 2 baseline
      19% above Act 3 baseline

      The strongest weapons are usually about 20% above their respective act baselines, with a few outliers for very late game Act 3 weapons. 
      These numbers are of course only very basic estimates. I do take in account sometimes having advantage, crit chance and try to estimate the average AC and stats, but all of this is going to differ based on many other factors. I think it does give a good enough picture about a weapon's performance in a vacuum compared to other weapons though.

      Based on this I do agree that Farstrider's Reach is too strong for act 2. Personally I would probably nerf it to +0 because I think that is kind of interesting design space: a weapon without any to hit bonus that hits like a truck when it does.
      Just reducing the enchantment to +1 would still leave it in a balanced spot though I think.
      Even still at +2 it is really not broken strong. Especially if you consider that it is worse with Sharpshooter than other options
    6. GraphicFade
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      Sorry, I still don't see this. If I'm understanding correctly, you are basing this individual item off several different weapons. When I compare items, I base it off the same item type. (Longbow=Longbow, Shortbow=Shortbow etc. - How an item is received is also taken into account. Drop/Sold/Found) Comparing items to a variety of different items isn't a perspective I would consider balanced. For Farstriders Reach, I've been using Titanstring Bow as a baseline to go off of, It has +1 Weapon Enchant, A weapon action (Pushing Attack - Which deals weapon damage, and pushing the target 4.5m/15ft with a short rest cooldown) and adds your full strength modifier to weapon attacks. The only difference between Titanstring Bow and Farstriders Reach is, you get an additional +1 weapon enchantment which makes sense because it's a Very Rare, The Strength Modifier damage is switched to Dexterity, and the weapon action is different - which deals 1d8+ DEX modifier, never misses and has a Long rest cooldown - This weapon action doesn't add your weapon damage so the highest roll with 20 DEX would be 13 (Excluding any additional modifiers), I don't view this as hitting like a truck. Honestly if a nerf is to happen, I will only nerf the weapon action - to either reduce the damage removing the DEX modifier, or instead of never missing it could require a Dex saving throw.
    7. shannon97
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      I think the weapon action is fine as is and doesn't need any balancing.

      Bonus Strength vs Dexterity damage on the bows is a huge difference. The Dexterity is basically free since that is your main stat investment anyway. To get Strength up you would need to sacrifice some other stats or feats. And even then, it's probably not going to be higher than 16 whereas Dexterity is likely hitting 20 at some point.
      Though, that whole point goes out the window if you consider the Strength Elixir.

      I think keeping it at +2 is fine if you compare it to the Titanstring Bow. And you are right, if there is an item you can compare it to closely like the Titanstring Bow, that is better than looking at an arbitrary general baseline.
      In the end I think both of these bows are worse than other options with a dedicated Sharpshooter build, at least later in the game, so they need to be quite strong to compete