I love the idea of having the traditional luckstone effect without having to replace an existing item slot.
A couple of potential solutions come to mind, though I'd expect you've probably thought of them already.
First, could it be fitted into the camp shoes slot? No idea if that would work, not modded this game myself, but it would avoid the limitation you seem to be running into with the inventory method. Downside would be only having one model of shoe available, but there's ways around that if it really bothers folks.
Second, could it be made into a very short range area of effect in the style of the anti-magic effect of sussur blooms? They seem to hold their effect across rests and level ups. A 1m radius of the effect should effectively limit it to the holder?
Thanks for the comments. Those are actually a couple great ideas. I'm going to have to look up how the sussur blooms work, because now I'm curious. In a later mod I did, I used the instrument slot to get around the issue (which did work). Instead of a luckstone, it could be a lucky flute; I'm sure elves have those :)
Could leverage crafting and make it a craftable? That would involve a lot more work I apreciate, but would allow you to offer multiple instrument options with the luckstone ability. Could even make it that pliers could then be used to remove the luckstone, using the crafting interface again, so it can be later added into different instruments.
Lucky flute feels kinda halfling coded to my mind, not sure why?
I'm at a phase in my life where I greatly appreciate enthusiasm :)
I've been working on a bigger mod (more testing involved); however, I had thought about doing another instrument, now that I've gotten the basics of those down. I can look into the crafting features as I expand my modding horizons. Having instruments that you could upgrade with crafting to give you the Tough feat and then adding a luckstone would be a pretty decent idea for a mod . . .
I had a Pendant of Pizza Summoning in one of my other mods -- I think I attributed that to something a halfling would make.
Thanks for the comment. Sorry that you're having that issue, which some other people have encountered as well. Did you try equipping the necklace version to see whether that fixes it?
Thanks so much for the comment. I've mainly been thinking about people starting new runs. I probably need to learn how to add items to some of the vendors found throughout the game :)
There are lots of mods that add items to the "Tutorial Chest" in the nautiloid. And there's a mod that allows you to spawn that chest in from wherever. Maybe that could be a workaround?
Vaulder87, I am using the Listonomicon modlist from Wabbajack and I am experiencing the same thing. I've found about 8 luckstones throughout Act 1. Unclear what causes it, but now everyone has one and I sell the rest!
Doh! :) Thanks for letting me know. I'm working on another mod that is taking up my free time. I've been thinking of pulling this one until I can do some more playtesting on it. But good to know you're getting sale value out of the extra luckstones. Happy gaming.
Well for me, it does last past long rest, however it quite often stops working after a level-up. And I can solve that by dropping the stone and then picking it up again. A small thing, but it is annoying at times, so I hope YourCloud can find out why this keeps happening for the both of us. (Although in different ways.)
From what I can figure, it (probably) has to do with the bonuses (Status Boosts) being attached to an object rather than to an item that takes up a slot (I'd run into quirks during my initial playtesting). The only existing item I could find in the game that works the same is the Transmuter's Stone that you get through the Wizard Transmutation School. I'm going to double check that I've accurately paralleled how that works.
I also could update the mod with a separate necklace slot item, the Luckstone Pendant, and drop it in the tutorial chest to get around the issues -- but I'll do some research and more playtesting before posting another version.
I have one idea for fixing the issue some people have had -- but I need to do some more playtesting (and wanted to get a workaround posted in the meantime).
I do not know if FallowEarth has it to with the amulet, but personally, it also happens with the amulet. But at least for now it is a bit faster to solve, by simply removing and re-equipping the amulet. Hopefully you can find out why some like me have this happen, and if not, then I will find a way to live with it. (I hope. )
Thanks for letting me know there is an issue even with the amulet. I was able to recreate the issue with the stone of losing the buff when leveling up in camp. That gives me something I can focus on with the changes -- but if the amulet is having the same issues, I might need to rethink my approach.
21 comments
A couple of potential solutions come to mind, though I'd expect you've probably thought of them already.
First, could it be fitted into the camp shoes slot? No idea if that would work, not modded this game myself, but it would avoid the limitation you seem to be running into with the inventory method. Downside would be only having one model of shoe available, but there's ways around that if it really bothers folks.
Second, could it be made into a very short range area of effect in the style of the anti-magic effect of sussur blooms? They seem to hold their effect across rests and level ups. A 1m radius of the effect should effectively limit it to the holder?
Lucky flute feels kinda halfling coded to my mind, not sure why?
I've been working on a bigger mod (more testing involved); however, I had thought about doing another instrument, now that I've gotten the basics of those down. I can look into the crafting features as I expand my modding horizons. Having instruments that you could upgrade with crafting to give you the Tough feat and then adding a luckstone would be a pretty decent idea for a mod . . .
I had a Pendant of Pizza Summoning in one of my other mods -- I think I attributed that to something a halfling would make.
Having flashbacks to Skyrim's Necropizza Delivery mod... ..and now I want to see how bad coding that would be in BG3.
From what I can figure, it (probably) has to do with the bonuses (Status Boosts) being attached to an object rather than to an item that takes up a slot (I'd run into quirks during my initial playtesting). The only existing item I could find in the game that works the same is the Transmuter's Stone that you get through the Wizard Transmutation School. I'm going to double check that I've accurately paralleled how that works.
I also could update the mod with a separate necklace slot item, the Luckstone Pendant, and drop it in the tutorial chest to get around the issues -- but I'll do some research and more playtesting before posting another version.
I have one idea for fixing the issue some people have had -- but I need to do some more playtesting (and wanted to get a workaround posted in the meantime).