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Digineaux

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Digineaux

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29 comments

  1. RainStarfall
    RainStarfall
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    anyway to turn these actions to a hybrid DC so pact blade and shilleligh users can use them effectively?
    1. Digineaux
      Digineaux
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      What is a hybrid DC? What is the issue with pact blade and shilleligh, exactly?
    2. RainStarfall
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      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)
    3. Digineaux
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      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.
    4. RainStarfall
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      no worries, thanks for takign the time to answer the query :)
  2. MaraSovThighsPlz
    MaraSovThighsPlz
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    Would it be possible for it to also include weapons with special actions? Other than that, this is great, thank you!
    1. Digineaux
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      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.

      I can also do patches for modded items.
    2. MaraSovThighsPlz
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      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!
    3. Digineaux
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      basically, every single action/spell/ability has a cooldown field. Some of them inhreit from the same base action entry, but most have unique entries.
  3. Digineaux
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    Fixed in version 0.4!


    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 

    • Get the multi tool https://github.com/ShinyHobo/BG3-Modders-Multitool 
    • Open it
    • Drag this mods .zip onto multimod
    • 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.

    I know this is not ideal, i am working on it.
    1. NookaS
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      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.
    2. Digineaux
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      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.
  4. NookaS
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    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
    1. Digineaux
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      It's a known bug. im working on it now. The functionalit should be fine and it shouldn't harm existing saves
    2. NookaS
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      The mod works well. I hope you can fix this misunderstanding. So that everything would be perfect:)
    3. Digineaux
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      should be fixed now
    4. NookaS
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      Yes sir. Now it works perfectly. All text is displayed correctly. Thank you very much! I wish you creative success!
  5. WinnyAngelus
    WinnyAngelus
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    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
    1. Digineaux
      Digineaux
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      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.
  6. Vendarr
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    Cool, thank you for sharing this.
  7. Easylor
    Easylor
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    Hello. Nice mod. Any plans for version like in old weapon cd mod to make weapon abilities once per combat (slightly more balanced imho)?
    1. Digineaux
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      So the same thing, but once per combat instead of once per turn?
    2. Easylor
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      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.
    3. Digineaux
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      Alot of them are also worse than a regular mele attack, especially those using a D4 for damage. I am intending to do an overhaul for them eventually.

      But for now ill do a version with combat cooldowns. check back in a day or 2.
    4. Digineaux
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      It's now available under optional files.
    5. Easylor
      Easylor
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      Thx a lot)
  8. NookaS
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    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
    1. Digineaux
      Digineaux
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      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.
    2. Digineaux
      Digineaux
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      The 0.2 versions have no localization folders.