24 comments

  1. BLACKSHEEP778
    BLACKSHEEP778
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    This set is fantastic. Would you please consider making a set that levels with the player?

    This is the kind of armor set that begs to be used from start to finish. 🙂
  2. Kurtalicious
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    I used SpawnAnyItem to bring this gear set into Act 2.  All of the items/abilities came through perfectly except for the 2nd ability on the Ironbark Helmet should be "Entangled Execution: The number needed..." but shows up as "Not Found: Not Found".  Great thematic set can't wait for other sets/weapons.
    1. LetoTheBold
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      Curious if anyone else is experiencing this. I suggest remove mod, load a prior save, exit, reinstall mod, load prior save, spawn item again, and if fixed, then load current save.
  3. Cahooots
    Cahooots
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    Hey, mod looks really cool! I was poking around the stats and had a couple questions as I'm not a modder myself and only have cursory knowledge on reading the stats .txt files. Hoping you'd be willing to explain how these parts of the code works, as I'm trying to become more familiar with modding!

    For the greatsword's spell Fury of the Ancients, I'm curious about the Boosts field. It looks like the spell also gives the user advantage on CON saving throws?  Is that intended? Additionally, I'm not familiar with what HitDescription.AttackAbility means, but my guess is that the spell also gives advantage on attack rolls using STR or CHA - is that also intended?
    new entry "ANCIENT_FURY"
    type "StatusData"
    data "StatusType" "BOOST"
    data "DisplayName" "h03316babg4b0bg4be5gb43fg71eb43ee608e"
    data "Description" "h137973fag09a4g4bbeg92ecg3ebdf78bc71f"
    data "Icon" "Spell_Transmutation_PlantGrowth"
    data "Boosts" "Advantage(SavingThrow, Constitution);IF(ConditionResult(context.HitDescription.AttackAbility == Ability.Strength)):Advantage(AttackRoll);IF(ConditionResult(context.HitDescription.AttackAbility == Ability.Charisma)):Advantage(AttackRoll)"

    The ANCIENT_FURY status from the spell also has the ANCIENT_WEAPON status attached, and I was wondering about the Boosts field here too. The first argument in Boosts makes sense to me - applies Ensnaring Strike on a failed STR saving throw. The second argument (don't know what ExecuteWeaponFunctors() actually does) looks like it rerolls all damage die under 7 (i.e. all damage die for the greatsword, so essentially the Savage Attacker feat) - am I correct in that?
    new entry "ANCIENT_WEAPON"
    type "StatusData"
    data "StatusType" "BOOST"
    data "Boosts" "IF(AttackingWithMeleeWeapon(context.Source)):IF(not SavingThrow(Ability.Strength, SourceSpellDC(),AdvantageOnRestrained(),DisadvantageOnRestrained())):ApplyStatus(ENSNARING_STRIKE_2,100,10);ExecuteWeaponFunctors(MainHand):IF(AttackingWithMeleeWeapon(context.Source)):Reroll(Damage, 7, false)"

    Thanks for any clarification you can provide!
    1. LetoTheBold
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      Hi Cahoots,
      Yes, on all accounts - Ancient Fury gives advantage on attack rolls and gives you a savage attacker-like effect (if I remember correctly execute weapon functors just says, apply new effect to weapon attacks).
      My idea for balancing Ancient Fury was that it's a once in a long rest ability with a short duration, like another weapon might have the Haste spell, for example. I don't know if I have the sweet spot, because I don't find myself using it often! Bonus action could be used for gulping a haste potion instead... Interested in your feedback. I had thought of just removing all these extra effects, make the duration only 2 turns, and add an extra action.
  4. shannon97
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    Just heads up, the crit passives need to look something like this to really catch all the types of ensnaring effect:
    new entry "MAG_Tanglevine_Passive"
    type "PassiveData"
    data "DisplayName" "h92875933g8886ga1f7gc428g295082c680e9;3"
    data "Description" "h0feb6a1bgfb13gc7a7g7f0fg75841e95ad97;4"
    data "Boosts" "IF(HasStatus('ENSNARED', context.Target) or HasStatus('ENSNARING_STRIKE', context.Target) or HasStatus('ENSNARING_STRIKE_2', context.Target) or HasStatus('ENSNARED_VINES', context.Target) or HasStatus('SHADOW_CURSED_VINES', context.Target) or HasStatus('BLIGHT_ENTANGLE', context.Target) or HasStatus('WEB', context.Target)):ReduceCriticalAttackThreshold(2)"

    Maybe you can check against a status group to make this more clean, but I'm not sure that works for boosts.
    1. LetoTheBold
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      Thank you very much! Doings god's work my friend.
    2. LetoTheBold
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      Would love if you could look at my code for the thorn interrupt passive! At the moment (if added to the gloves) it produces the prompt etc, but when you click react it doesn't do anything, just continue as normal. Any clue where the issue may be? Thanks heaps!
    3. shannon97
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      That's why I initially looked at your mod files 😄
      I just didn't have the time yesterday. Will look at it later today - though I'm not super confident, interrupts are a bit weird sometimes
    4. shannon97
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      In Spell_Target.txt the ID of the spell is "Target_Target_ThornyRebuke" instead of "Target_ThornyRebuke". The interrupt references "Target_ThornyRebuke" which does not exist.
      I was comparing your implementation with that of Hellish Rebuke to see what could be the problem and also didn't notice this sneaky error for a while 😅
    5. LetoTheBold
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      Perfect. Will implement in the next patch.
    6. shannon97
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      Just noticed I missed the actual Ancients Paladin ensnared status for the Channel Oath: "NATURES_WRATH"
  5. Khaalis
    Khaalis
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    How well do these play with the class abilities from the Oakheart Sentinel class? Do they stack, are they separate? Thanks
  6. Montiac
    Montiac
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    Can you please explain what is the difference between this 2 files? 
    In mod manager they appear as different mods, so what is what and for what?
    Nevermind...i find the info in the docs. Thanks! Also thanks for the work you done creating this great mod!
    1. LetoTheBold
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      One is simply the armors, and the others is the weapon. Unfortunately I had to do this because of bugs in the Creation Toolkit.
  7. VencoBg
    VencoBg
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    Great looking mod, very impressive work! I would love to add it to my game, however, I am slightly confused about the two paks. I load them up in BG3MM, but I am not sure if the load order matters and if both need to be on the left side (active mods). Some help would be much appreciated!
    1. Khaalis
      Khaalis
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      If you want them active, then yes they need to be on the left (active) in BG3MM. Gear mods typically don't really need a specific order.
  8. Scorchscale
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    Hey, that's a nice mod! Unique and stylish, i like it. Does it look the way pictures show on human-only bodies, or Dwarves/Gnomes/Gith/Dragonborn also get the same visuals? Or do they only get the "base" armor looks?
    1. LetoTheBold
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      All races except for standard females get the armor looks that you see in Halsin on the screenshot.
  9. NimoTheToad
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    damn this is your first mod for BG3 ( i presume) looks very impressive while also fitting the style of the game, i hope to see other subclasses get their thematic flair from your creativity
    1. LetoTheBold
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      Thank you brother!
  10. xoxmxox
    xoxmxox
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    wow this reminds me a bit of wood elf armor from Total War Warhammer looks great