ok. big update. figured out the unintentional dual wield effect, so base two hand weapons are no longer dual wieldable with dual wielder feat. if that's something you wanted, i do have a mod that does that.
in addition, greatclubs have had damage increased by 1 die. seemed dumb that all twohanded weapons were d10 or d12, except great clubs. they're now d10 versatile.
there is also a second version for balance. this simply makes all modded weapons do 1d8 when wielded one handed, in line with other versatile weapons.
barring any bugs or future patches, that's about it for this one.
the weapon entry by default appears to have a flag set to not show in cutscenes, but if it's something requested i can add a version with that entry removed. simple edit.
I believe this mod causes the everburn blade to lose it's physical damage dice (making it 1 physical damage + 1d4 fire damage), instead of making it's dice one size smaller when one handed, it could be an incompatibility, but I've tested this both with and without this mod, and only without this mod does it deal a normal amount of damage.
Thank you for this f*#@ing mod man! I used it to make Greatclub work with great weapon mastery / fighting. Really weird greatclubs don't already, shouldn't need a mod for that when they're as heavy as a maul
yea great clubs were weird so i made them heavy and bumped their damage to be inline with other great weapons. made no sense to me a twohanded only weapon did less damage than a versatile longsword.
Yeah imo Greatclubs should have been 1d10 or at least 2d4 in 5e/bg3.
What did you do in the new version of the mod to greatclubs? I used another mod to.make them work with shillelagh which is nice. Wondering if it's possible to make shillelagh buff greatclubs to work like maul at 2d6
you can you update the mod? some greatswords arent showing up on the offhand when you equip it and cuz of that you dont hit twice. for example the everburn blade and the silver sword of the astral planei
Any chance you could keep a 'broken' version going for us players that just want to have fun with our dumb zaniness? I understand 'balance' and 'unintended' but sometimes beautiful things come from mistakes :)
ok but question could you make it compatible with the JWL soul smithing mod? i can dual wield everburn with another GS but whenever i upgrade it it prevents me from dual wielding it now
That is because those "upgraded" weapons are technically new weapons created by the mod. You'd have to modify those weapons as well. Same goes for pretty much all added/modded-in weapons.
my dual wield mod has a file for dual wielding great weapons, no balance, working sheathes. makes all twohanded light so you don't even need the dual wielder feat. this mod is intended to maintain some form of balance in the world.
any non-vanilla weapons won't be effected by this mod. you either need to edit the new mod manually or request the mod author make the tweaks. if a new weapon is added with unique properties that overwrites the base weapon, it's not compatible.
26 comments
ok. big update. figured out the unintentional dual wield effect, so base two hand weapons are no longer dual wieldable with dual wielder feat. if that's something you wanted, i do have a mod that does that.
in addition, greatclubs have had damage increased by 1 die. seemed dumb that all twohanded weapons were d10 or d12, except great clubs. they're now d10 versatile.
there is also a second version for balance. this simply makes all modded weapons do 1d8 when wielded one handed, in line with other versatile weapons.
barring any bugs or future patches, that's about it for this one.
the weapon entry by default appears to have a flag set to not show in cutscenes, but if it's something requested i can add a version with that entry removed. simple edit.
What did you do in the new version of the mod to greatclubs? I used another mod to.make them work with shillelagh which is nice. Wondering if it's possible to make shillelagh buff greatclubs to work like maul at 2d6
any non-vanilla weapons won't be effected by this mod. you either need to edit the new mod manually or request the mod author make the tweaks. if a new weapon is added with unique properties that overwrites the base weapon, it's not compatible.