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  1. chizfreak
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    Hey guys, hope you enjoy the mod! If you have any feedback please let me know in the comments and don't forget to Endorse if you liked it!

    This helps the mod reach more people (and shows me people appreciate the mod!).
  2. 0010ng
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    does it have " extra attack " at LV5 or LV6 ?
    1. chizfreak
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      Of course not. That is not part of the source material being adapted here. And it would be overpowered because Dance Bard already has Agile Strikes to get an extra unarmed attack when expending Bardic Inspiration.
  3. Jacesacolyte21
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    Obligatory "Is this Patch 8 Compatible?"
    1. chizfreak
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      Yes, all my mods are Patch 8 compatible.
  4. neoncontact
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    Okay, odd suggestion, but is it possible to use the photomode dances instead of the one that comes with the performance option?
    1. chizfreak
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      Hey. I've checked in the past and I didn't find a way to assign any other dance animations to the player for this mod, but maybe the new Patch 8 finally changed that. I'll look into it. If anyone has information about this please let me know too.
  5. MM27
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    I really like this subclass and enjoy this mod, however, I am running into an issue with inspiring movement, the reaction pops up multiple times when someone moves in range, sometimes when I move into range. like 5 times above each other, is there any way to fix this? thank you for your time
    1. MM27
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      It seems to activate whenever a condition is received, it keeps popping up multiple times, when I get close, and when I attack.

      Video Showcase

      Edit: Just to clarify, other than this everything is fine, and it is very good. this is just a bit annoying, although it doesnt always occur.
    2. chizfreak
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      That's strange, people have been playing with this mod for a long time and no one has reported something like this, even full playthroughs. People would be seeing it non-stop if this was a widespread thing.

      I'll see if I can find a fix for it.

      EDIT: Fixed now in Update Version 2.2. See the changelog for the details.
    3. MM27
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      Wow that was fast! Thank you so much for the quick response and update! I really appreciate it!
    4. MM27
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      BTW a quick heads up, the new version has a different name so bg3 mod manager and the game does not consider it an update, but a different mod.

      So far no issues for me since I respecced out  of the class, saved, deleted the old version, then installed the new one.
    5. MM27
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      Unfortunately it seems more often than not, it doesnt behave correctly. I have a question regarding the reaction, does it activate only when an enemy gets into my range (like polearm master) or does it also activate when I get into an enemy range?

      Edit: I installed the mod before starting this playthrough, but just started using the subclass. This actually my 2nd run with it, and had these issues in the previous run, but assumed it was due to installing mid save, I assumed wrong. I am not sure what the issue is, and am suprised it only happens to me. 
    6. chizfreak
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      I'll test again to confirm but I already tested before specifically the number of pop-ups and that it doesn't trigger when other conditions are applied. It worked perfectly. I'm starting to suspect you have another mod conflicting.

      Inspiring Movement works as a Reaction that triggers when you are 3 meters close to an enemy, at which point one pop-up (per enemy) appears offering to activate the Reaction. This can happen either because an enemy got close to you during its turn, or you yourself got close to one during your turn. It has a per-turn cooldown that refreshes at the end of your turn to balance this change.
    7. MM27
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      I see, alright. there really might be a conflict, tho I have no idea what unfortunately. Thank you in advance.
    8. chizfreak
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      Ok, I finally figured things out:

      • Don't use version 2.2, it has a bug. Make sure to update to the new version 2.3.
      • In version 2.3, I identified the issue making it pop-up more than once. It only happened when your character both gets very close to the enemy very fast AND inflicts a status on it with a very quick animation AT THE SAME TIME. Basically, it only happened with melee attacks that inflict statuses (Booming Blade or Flourish for example) that have very quick casting animations because it bugged the detection of my Inspiring Movement because of how fast they were. I fixed this by adding a small delay to my activation so it doesn't overlap these types of attacks/statuses.

      That aside, I watched your video and this fix should fix 99% of the problems seen there, but there's one thing that I want to mention to you and that is the %%% VIOLENCE DURATION CHECK seen in your gameplay. That's a hidden status being applied by a mod, and it happens so fast that it overlaps with my Inspiring Movement check (that's why you get another pop-up). BUT (and this is the critical thing) it's likely the reason why you got a million pop-ups a second (and keep going) specifically there is because the author of that mod made a hidden aura that applies that hidden status (%%% VIOLENCE DURATION CHECK) at every game tick non-stop which would be TERRIBLE for performance.

      The point I'm trying to make, is that my Inspiring Movement bug only brought to light the fact that behind the scenes, whichever mod is making that status is (apparently, this is conjecture after all) applying a status constantly which is not good and can cause both performance and compatibility issues, it's most likely something the mod author of that mod should change (and it's most likely easy too, just add a check so the status is not reapplied if it's already present in the target), AND it's something that may continue to cause conflicts not only with my Inspiring Movement but any other mods that use methods similar to mine (a very common one) and that's beyond mine (and other modders') reach to fix.
    9. MM27
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      Thank you very much for the quick fix!

      I will update and hopefully everything is working properly. it is interesting that booming blade causes that, and am surprised no1 reported the issue, which to me implies that no1 ran into it. but nonetheless it make sense, and hopefully this fixes the interaction. 2.2 actually made it that sometimes it doesn't occur especially if I wait before attacking lol.

      This is the first time ever I saw %%% VIOLENCE DURATION CHECK, and I played a lot with this mod in the previous run. I am not sure what exactly causes this issue, but I will have to check and maybe disable it. my guess is maybe the automation of animate undead ++ mod, it is my first time turning on the automation. or Swashbuckler from rogue extra mod, it has been acting weirdly since I respecced into dance bard, not always triggering sneak attack while I meet the conditions for it, and once getting the pop up react window but not able to select anything, forcing me not to react.  I cannot think of other mods tbh.

      Thank you again very much, this has been insightful really lol, maybe now I can figure out what made my game have a weird delay when I used a mod that had an aura, while other did not, my guess is the culprit is the one that has %%% VIOLENCE DURATION CHECK, whoever it is.

      Edit: Tbf, I do have 96 mods installed, tho a lot of them are cosmetic or to enable other mods, like object character support for echo knight and invoke duplicity UA6.
    10. chizfreak
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      It's not a matter of many mods installed if you curate them carefully, I have over 250 mods installed (including my own) and I have no issues. It's just sometimes someone implements a specific mechanic of their respective mod in a not-so-good way that may present issues with other mods or just hinder performance.

      I don't think it's related to the mods by actualsailorcat like Animate Dead++ though, she is an extremely good modder and constantly optimizes her mods; and I also use her mods without issues. Neither I think the swashbuckler mod is the cause (although I'm not 100% sure on that last one).

      I have no idea where the %%% VIOLENCE DURATION CHECK is from though, the only reason you can see it's because my mod ''brought it to light'' but normally you wouldn't be able to see it. The thing is even if you can't see it it's still there in the background constantly applying statuses so it may be worth a check from which mod is that supposed to be from and why is it doing that.
    11. MM27
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      Ahh I see, I am not trying to point fingers at all, just wanted to give some guesses. I will try to fix it just to improve performance overall. thank you again.
  6. saionji11
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    Having an issue that isn't really a bug. More of an 'I hope there's a workaround.' I was wanting to use this mod for an agile duelist build. Unfortunately, it looks like the game views the bardic unarmed attack as a permanently equipped weapon? So none of the duelist features (requiring an empty off hand) work. Is there any solution to fix this, or is this mod not really for that build?

    Weird correction. I thought it was all the duelist stuff, but it looks like it's just one ability that hates custom bard classes for some reason. For whatever reason Dueller's Enthusiasm, from the "Blade Dancer" mod and the "Duellist's Prerogative" vanilla weapon refuses to appear if you use this subclass or the Cacophony mod. No idea why. Sorry, I tried testing before posting, but I guess I didn't test enough!
    1. chizfreak
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      There has already been a comment about Duellist's Pregorative and its interaction with this mod. Search the comment section here and you will find it (search ''Duel'' and you will find it).

      The short version is: there is no conflict and it works as expected with Duellist's Pregorative as long as you use the toggle of Bardic Unarmed Attack. It's not a permanently equipped weapon nor it is even considered a weapon and you can also turn it off at any point using the toggleable passive mentioned in the mod's description (which you should read in detail, specially the troubleshooting section).

      Also don't forget that one of Duellist's Pregorative's abilities is added to the Temporary section of the hotbar so you won't find it if you are using UI mods like Better Hotbar 2 unless you follow the steps on its page to make Temporary spells visible.
  7. cactusfondler
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    Thanks for making this mod, I'm super excited to try it out!

    One question I have: It says that Inspring Movement triggers when an enemy enters your melee range. In tabletop, it triggers when an enemy ends its turn in your melee range. Seems like the way you implemented it is a pretty big buff, why the change? 
    1. chizfreak
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      I implemented it this way as it's the only way I found to make it work using what the official modding toolkit provides. It still takes a reaction and a bardic inspiration so you can't spam it anyway and in a way the ability itself is not as powerful as in the tabletop because the bonus movement to an ally doesn't actually happen at that instant but instead happens whenever their (the ally's) turn starts. It kinda balances out in the context of this videogame's balance I believe.
  8. Flutterfops
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    So it seems this mod has a minor incompatibility with the Succubus class here: https://www.nexusmods.com/baldursgate3/mods/7235, in that this mod replaces Blissful Kiss from succubus with Bardic Unarmed Attack. It looks like it is because both replace the character's unarmed attack, as toggling that passive switches the move back, so it isn't a huge deal at least.
  9. Dovahfang
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    The mod works great. Any chance of making a College of Whispers mod? It would take some homebrew to work in BG3. For Words of Terror I’d recommend an ability to either charm or frighten a creature. For Mantle of Whispers I’d recommend a special Disguise Self ritual spell that gives +5 to deception checks. For Shadow Lore I’d move it to level 12 and have it act as the Dominate Person spell. 
  10. Xardian
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    Hey! Was wondering, about the dance animation used for the perform dance action.
    From the looks of it, it uses the same animation as ottos irresistable dance which has a very forced look to it.

    Was wondering if it would be possible to either add abilities that use the dance animation Queen Rhol, the Despoiler in Sharesses Caress uses, or replace the existing ones.
    Its a far more elegant animation and would certainly add to the subclasses charm!
    1. chizfreak
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      I know of that animation as others have suggested it already, but I researched a lot on how to assign that animation to the Dance subclass action and I could never find a way, nor I could even find a way to ''point'' to that specific animation either. I use the Otto Dance animation for the moment as it is ''good enough'' and because it's already built into the game to be able to be assigned as a Looping animation to status (which is what this mod does to make you dance). I don't think it's possible because the list of possible Looping animations for Statuses is preset and unmodifiable as far as I know and thus you can't just grab any other animation in the game and assign to that slot.

      If anyone knows how to do that with the animation you mention please tell me and I'll update the animation.
    2. cjcookie
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      Hey chiz, not sure if this helps but I was reading a Reddit thread about this dance animation and found out that this mod has the Queen Rhol dance:

      https://www.nexusmods.com/baldursgate3/mods/1163

      CUST_Candid_Dancing_01_Loop
    3. chizfreak
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      Hey, that's not a mod, it's a Cheat Engine table of cheats to inject into the game when running Cheat Engine alonside Baldur's Gate 3, it's a completely different thing that can do things mods cannot.

      But you did manage to find the name of the animation so that's something. I don't think I can insert that into the Looping Animation of the Perfoming status just like that though. Now I need to know if there's a way to replace the ''StillAnimationType'' with another animation as I don't think there's a way to modify the looping animations of statuses (they are a preset list as I said). If there was a way to ''access'' that list in order to modify it I could insert this animation there and then call it from the Performance skills.
    4. cjcookie
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      Ahhh okay, I didn't realise the difference. I'm not very knowledgeable on modding myself, i've only played around with the toolkit and some .lsx/.txt files in my own time.

      Thank you for your patient explanation. I'd hoped it could help you locate the animation in the game files. But I understand what you're saying about limitations causing a roadblock on this idea.

      Please tell me if I'm misunderstanding -- you need to locate the list of looping status animations in the game files, to replace the Otto's dance animation file with Rhol's dance? I understand that would change the Irresistible Dance spell animation too, but I wouldn't mind that trade-off myself. Or perhaps simply adding the new anim to the list would be as easy as a replacer, I'm not sure.

      I'll keep an eye out for any other mods that could be reverse-engineered, or perhaps the creators could help out. Thanks again for your time and this wonderful mod.
    5. chizfreak
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      To assign such looping animations that performed infinitely without further input from the player, the only way is to use the StillAnimationType which is an optional field of Statuses. Basically, you create a hidden invisible status that gets assigned to the player when they use the Dance skill, and that status has assigned the Dance StillAnimationType to the player. The thing is the list of StillAnimationType has only a few preset options (most are animations for when the character is paralyzed or weakened and such), you can't change them in any way, only select them. It just so happens that there is a Dance one there that I could use for this (Otto's) but that's the only decent choice.

      There is no way as far as I know to replace the animations used in the StillAnimationType list nor to add new entries to the list with different animations.
    6. cjcookie
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      You're really good at explaining things clearly for a total layperson, you'd make a great teacher. That makes sense to me. Let's hope there is a breakthrough but in the meantime of course, the Otto Dance is great. Cheers <3
  11. NaIlkaiserBeretta
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    this mod in conflict with the succubus class mod for some reason the bardic unarm strike keep replacing itself with the succubus Blissful Kiss skill which is the main skill of the class.
    1. chizfreak
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      That could only happen if the Succubus class made the Blissful Kiss skill be a replacer for the default Attack or Unarmed Attack, which is not a good idea to do unless absolutely needed because it creates a lot of potential issues with compatibility like the one you are experiencing.

      My mod replaces the default Unarmed Strike with the Bardic Unarmed Strike as that's how the rules say it should work and it needs it to function properly within the game. But because I know how it works I also included the toggleable passive Dance of Death: Unarmed Strikes so you can enable/disable this replacing behaviour at any point.

      This sounds like the mod author from the Succubus class should either:

      • Add an equivalent toggle like mine to their mod so users like you can workaround these compatibility issues by temporarily disabling the Blissful Kiss replacer or...
      • Don't make the Blissful Kiss skill a replacer for the unarmed strike/default attack of the class and instead add it as a separate (normal) class action that doesn't override anything pre-existing.

      This is up to them, I can't fix such an incompatibility as the behaviour causing this is on their mod, and I can't workaround it to change it as skill replacers are finnicky.
    2. NaIlkaiserBeretta
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      well idk but i also have monk rework mod which have a bunches of unarmed attack  from the new subclasses yet none is conflict with the succubus mod only your mod somehow keep replacing the blissful kiss
    3. chizfreak
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      I do know because I make mods and I have worked on this mod and its compatibility extensively. Of course that Monk mod doesn't conflict because that mod doesn't modify the Unarmed Attack directly by replacing it with something else, it just modifies the additional attributes granted to it by Monk abilities. I already explained in detail the issue you experienced and its most likely origin. You need to forward this information to the Succubus mod author so they can fix it in one of the ways I proposed. I can't fix that on my side as the conflict is happening because of their choice of implementation.

      My mod already gives all the necessary tools for users to workaround these issues (the toggleable passive) and has been desgined from the ground-up for working with as many mods as possible with compatibility in mind, their mod is the one that needs to add such things to better work with other mods, the two solutions I proposed being examples of it.
    4. NaIlkaiserBeretta
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      let me redownload again and see if the passive toggle on off work around the skill
      yeh toggling work, bit annoying extra step, but blissful kiss is use as a finisher anyway, at least this way the 2 class can still work in conjunction with each other rather than having either class creator making any drastic change to their mod. Thank for the suggestion.