Hybrid DC uses whichever of your stats is highest to determine the DC on the skills, as if right now even if you use shilleligh or pact weapon (or anything to make weapon attacks with a stat other than STR or DEX) then the DC for weapon skills is still based on STR/DEX, whichever is highest.
for example if you try to lacerate an opponent with a pact bladed weapon the attack/damage is all based on CHR as intended but the bleed chance will be based on STR/DEX (again, whichever is highest)
Thats really beyond the scope of this mod. Unmodded actions would have the same issue. I don't think it's fixable with the toolkit or pack editing. A modder experienced in scripting might be able.
Most likely. But i would probably make that a seperate optional file. I have to edit them one by one anyway. Theres no easy way to search for them in the toolkit or files, so if theres ones you want, list them or their action by name.
Oh I didn't think it'd be such a pain. I was just wondering if it could work for any weapons with unique actions. Thank you again though for the awesome mod!
Currently this mod is english by default and will overwrite the ingame language for the affected weapon actions to english. This is due to a bug with the toolkit and I am erequesting larians help.
Find the "Unpacked mods" folder that should be in the same folder as the multitool.exe. The extracted mod will be in there
Navigate to "Unlimited Weapon Actions\UnlimitedWeaponActions_1109f462-3299-fe37-6dbb-945b2745c39a\Mods\UnlimitedWeaponActions_1109f462-3299-fe37-6dbb-945b2745c39a\Localization\English"
Open the file inside with any text editor, i reccomend notepad++. Be careful not to change the formatting or spacing.
You can edit the displayed text between each " > text goes here </content>". But not text between "< >
Once finished save the file and drag the top level folder of the mod onto the multitool window again and it will generate a zip file that can be installed as normal.
Attention! I use a translator. As described here, you can make a translation of the mod. Only for one language. Why? Because if a mod in English uses the English.loca file and I write text in Russian in it, nothing will work. The text will not appear in the game. Therefore, many somehow make files where there is text with a unique localization file name. For example, TheBigOgreEnglish.loca. Only in this case, having written Russian text in the file, it will be visible in the game. I hope I explained it clearly.
NookaS is correct. This only works for one translation at a time, as i was in a rush and wanted the simplest instructions possible. However the issue was resolved in update 1.4, so this whole comment can be ignored. I left it up that it might help other devs or users.
This is a very cool mod. But. There is a small problem. Please look at the picture. Version-WeaponActionsEveryTurn https://disk.yandex.ru/i/MmycoIQYQTrE3A
hello, thank you for your mod, i want to explore the game and try to the same for my purpose can you explain where to find this file in the game? i dont find, ty
Start with the modding tutorials: https://mod.io/g/baldursgate3/r/getting-started If you get stuck checkout larians discord where alot of the modding community hang out. You could also use the modders multitool to extract the files from my mod.
Yep, like in https://www.nexusmods.com/baldursgate3/mods/754 Doesn't seem it will be updated anytime soon. I like per battle cd approach better, because some of the weapon abilities inflict cc statuses (prone, disarm etc), for same effect you usually need to spend spell slot. Some unique weapon abilities are way better then normal melee attack, so spamming them every turn is kinda unbalance.
Is it all just from the weapon used? Or is there something from the hero class? Please. Make a unique name for the localization file. Because it is not possible to make a translation. For example, weapon_action_english.xml
The mod only edits spell entries in : Spell_Projectile Spell_Rush Spell_Shout Spell_target Spell_Zone
I did not alter any descriptions or names, the toolkit just adds a localization file by default for soem reason. Would deleting the localization folder work? Presumably than any regular language changes would work as normal.
29 comments
for example if you try to lacerate an opponent with a pact bladed weapon the attack/damage is all based on CHR as intended but the bleed chance will be based on STR/DEX (again, whichever is highest)
I can also do patches for modded items.
Currently this mod is english by default and will overwrite the ingame language for the affected weapon actions to english. This is due to a bug with the toolkit and I am erequesting larians help.
In the meantime you can manually translate it by
I know this is not ideal, i am working on it.
However the issue was resolved in update 1.4, so this whole comment can be ignored. I left it up that it might help other devs or users.
Version-WeaponActionsEveryTurn
https://disk.yandex.ru/i/MmycoIQYQTrE3A
can you explain where to find this file in the game? i dont find, ty
If you get stuck checkout larians discord where alot of the modding community hang out. You could also use the modders multitool to extract the files from my mod.
seem it will be updated anytime soon.
I like per battle cd approach better, because some of the weapon
abilities inflict cc statuses (prone, disarm etc), for same effect you
usually need to spend spell slot.
Some unique weapon abilities are way better then normal melee attack, so
spamming them every turn is kinda unbalance.
But for now ill do a version with combat cooldowns. check back in a day or 2.
Spell_Projectile
Spell_Rush
Spell_Shout
Spell_target
Spell_Zone
I did not alter any descriptions or names, the toolkit just adds a localization file by default for soem reason. Would deleting the localization folder work? Presumably than any regular language changes would work as normal.