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40 comments

  1. Applejaxc
    Applejaxc
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    For anyone playing with a mod list full of new magic items, and struggling to get the game to feel balanced, Zerd's RAW has an option to add attunement to BG3. You can match the tabletop limit of 3 items, or follow the Listonomicon example of a 5-item limit, or any more or less you think you need. To save you time unpacking every mod on Nexus so you can add modded items to the attunement list, I have made a file for this mod (and others) you can download/use/copy/modify/whatever.
  2. SomeoneElseHere
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    For item effects that trigger on pact weapons. Does that now also include Hexblade Bind Hex Weapon?

    Either now, or plans in the future?

    _____

    And are there any known issues if I bind it both ways - hex and pact? (Haven’t played patch 8 yet)

    ____

    I imagine it’s only Pact of Blade bound weapons, so people can’t double dip blade bonus and tome bonus, but just wondering it can start being triggered sooner with hex. And if there are any conflicts if I bind with both hex and pact. 

    (I’m traveling so I won’t be back for a week or else I’d test it myself)

    Items such as:

    - Bloodstone Ring
    - Tunic of the ascended warlock
    - Soulknife of the Everlasting Pact
    - etc. 
    1. GraphicFade
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      Yes and no. I've tested Bind Hex Weapon myself and it work, but recently have had some reports that it no longer works. Did some digging and apparently Larian renamed the passive given to you when choosing Pact of the Blade so I've fixed it but just haven't released the update. You shouldn't be able to using Bind Hex Weapon and Bind Pact Weapon together because they are essentially the same spell. Also, it is possible to have more than 1 Pact and if you do have more than 1 pact, then you can indeed double dip from the pact bonuses.
    2. SomeoneElseHere
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      Thanks!
  3. Fertlis
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    I'm using this mod on ps5 and the soulknife of the everlasting pact, bloodstone ring and tunic of ascended warlock don't give me the extra necrotic or psychic damage. I've tried re-equiping multiple times, using a bound or summoned pact weapon and tried it on both patch 7 and 8 but it never works.
    1. GraphicFade
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      I looked into the code a little more, it looks like Larian changed the pact of blade passive that was given when leveling up, so I'll have to look into including this in an update to fix.
    2. HIEROT
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      Thank you I noticed this as well. Hope you will update soon~
  4. christian3695
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    Is the Tunic of the Ascended Warlock supposed to 2d4 necrotic with the deepened pact of the blade? I have tried it on hexblade and fey warlocks with summoned and bound weapons and it registers the deepened pact in the combat log but only does 1d4 
    1. GraphicFade
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      Someone asked about this in the bug section and it was looked into and nothing was found, maybe read the bug report.
    2. christian3695
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      Reequipping didn't help, the issue seems to be with patch 8, I rolled back to 7 and it worked fine
    3. GraphicFade
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      I'm on patch 8, not sure what to tell you.
  5. foryal
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    Amazing mod. I can't imagine playing without it. Very original ideas. I only have a problem with Grimoire of Whispers necrotic damage. Every time the game reloads (teleporting to a checkpoint, loading a save, moving to a new location) the item stops working. I have to take it off and put it on again. I wonder what is the reason for this. Isn't it so that when a character loads, the general "skeleton" of the character loads first, then the items load, and finally specific passives like Pact of Tome? I wonder about a possible fix for this bug, because sometimes such taking off and putting on can be annoying. Apart from that, all the items are amazing. It gave the game a second life. Without your items the game seems empty. Some people find them too powerful, but I always increase the difficulty level with Tactician Enhanced, so it's no problem. Thanks for Your work.
    1. GraphicFade
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      The item checks if you have the passive for Pact of Tome when you equip the item, so my assumption would be that if you load into a new area, or load the game, the item hasn't checked if you have the passive and is the reason that you need to re-equip it. Nothing I can do about this unfortunately because it's a passive.
  6. burningdonk
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    Truly enjoyed this mod, the items are an excellent compliment to the class.
    Would have wished the "aura" of the pact of the chain effects were out farther or not limited at all.
    I am regularly sending out my minions with their super boost from the dagger and or armor only for it to drop as they get to their intended target.
    The idea of having minions is they go out and take the hit while you melt the enemy with Eldritch Blast.
    Perhaps making the aura distance same as EB?  Anyway small note for a fabulous mod.
    Thanks!
    1. GraphicFade
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      I will look into this when I roll out the update to balance some items.
    2. burningdonk
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      Thank you for your consideration! :)
  7. BlackCrysisX
    BlackCrysisX
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    Hi :) Love your mods, as always. Just wanted to suggest a toggleable version for the gauntlets of the pactkeeper. If you try to knock out someone and got the gauntlets on you it kills them anyways (Minsc). So would be nice to be able to deactivate the aura :D
    1. GraphicFade
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      I will look into this when I roll out the update to balance some items.
  8. MaskedNightmare
    MaskedNightmare
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    Would the "Gloves of Eldrich Power" work seamlessly with Eldritch Blast Overhaul? 
    https://www.nexusmods.com/baldursgate3/mods/1462
    If not, how would I go about adding compatibility?
    1. GraphicFade
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      I don't know, you would have to try it out. The gloves only check if the default eldrich blast is cast, not other variants.
    2. MaskedNightmare
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      Fair enough. I'll give it a go and see.
      Just tested it and it looks like it only effects Vanilla Eldritch Blast. Not good at modding so not really sure how I would personally add compatibility.
    3. GraphicFade
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      I sorta expected this since the mod author has implemented several 'patches' in that mod adding compatibility.
    4. MaskedNightmare
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      Well thus far I was able to make it work for ONE of those spells from Eldritch Blast Overhaul. Went into Passives.txt and changed SpellId to one of the ones listed in Eldritch Blast Overhaul. I.E. Changing 'Projectile_EldritchBlast' to 'Projectile_EldritchBlast_Force_Spell'. Could ask the mod author. Thanks for the quick responses.
  9. sztrzask
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    If I have two Pacts (Pact of Blade and Tome at the same time - because mods) - will the items give me boosts from both conditionals? E.g. both melee extra damage and cantrip extra damage from act 3 legendary?
    1. GraphicFade
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      Yes
  10. 332659
    332659
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    I like your mod very much. Just now, I made a Chinese patch for your Pact and Power-Warlock Equipment. Is that OK? This is my first time trying to make and upload a patch and I'm not sure what to look out for. Thank you!
    1. GraphicFade
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      Hey, It looks like someone already made a patch for Chinese translation on mod.io
      https://mod.io/g/baldursgate3/m/pp-chs
    2. 332659
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      oh!I seldom use mod.io so I didn't find it.Thank you!I will cancel my local mod
  11. timberwolf139
    timberwolf139
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    I think some of the effects are triggering agonizing blast and hex additional times. My combat log shows the pact of the tome effect from the soul knife triggers extra instances of these effects. Might be on my end so has anyone else found this also?