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BarazSeighfryd

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BarazSeighfryd

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About this mod

The Divine Strike for the Trickery Domain (cleric level 8) is now more inline with being a trickster or being adaptable, offering the choice between Poison, Radiant or Lightning. It is inspired from the Nature Domain's Divine Strike, but remains different from other domains.

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Design thoughts / Why  

First, many creatures can resist poison or are utterly immune. Furthermore, I feel tricksters should be a bit more flexible by definition and maybe your cleric does not like using poison.  That said, in respect of the other domains, Cold/Fire remain reserved for the Nature Domain, Thunder for the Tempest Domain, pure weapon damage to the War Domain.  The Radiant damage option feels like it should be available to all clerics, but also the Trickery Domain can be related to a good deity like Tymora, or maybe Shadowheart has broadened her horizons in your playthrough.  Lastly, Lightning damage felt appropriate for a trickster. 


Is it safe to remove or replace this mod ? 
Yes. Since this mod only tweaks two "stats" files, without altering any icons, items, etc., my understanding is that it does not affect your save files in any way.  

Installation 
This mod was made for Patch 7+ (with the Toolkit)

You can ...
a) use Vortex (should work: report any issues as I have not used it for BG3) 
b) use BG3MM [link: GitHub, latest release] (tested on my side as working great) 
HOW:
  • click File > Import Mod : find the file ConfusionSavingThrowFix[...].zip (or .pak) 
  • move the mod from Inactive Mods to Active Mods.
  • IMPORTANT: once you like your load order, make sure to click Export Order To Game. 
c) or use BG3's internal mod system.  

Important : if you install an official mod, while you also have third-party mods, remember that you MUST exit the game and reassert the new load order (modsettings.lsx) with a mod manager like BG3MM (I presume Vortex does it also) ; otherwise your save will not load (it will hang, because the "story" will not load). 
    If you install a third-party mod, while you also have official mods, the process is simpler but it still boils down to making sure the file modsettings.lsx is updated (manually with BG3MM or automatically with Vortex).  


How it works (if someone wants to modify it) : 
It was created using the official Toolkit released with Patch 7. 

1) "DivineStrike_Trickery_Container" has one line (field) modified inspired from "DivineStrike_Nature_Container".  Instead of invoking the Divine Strikes Cold, Fire and Lightning, we invoke poison (Trickery), radiant (Life) and keep Lightning.  The trick is to find the correct names, such as Target_DivineStrike_Melee_Life for the melee Radiant strike. 
[In the Toolkit, this data is found via Stats Editor: SharedDev > Spells > Target] 

2) We also adapted the general description for the "Divine Strike: Poison" icon. 

3) "Divine_Strike_Trickery_Toggle" was also modded so you have the related "reactions". Like the Nature Domain, this gives six possible "reactions" (that do not cost an actual Reaction) in case you roll a hit (strike) or a Critical Hit.  Again, the trick is to find the proper names such as Interrupt_DivineStrike_Radiant. 
[In the Toolkit, this data is found via Stats Editor: SharedDev > Stats > Passive] 

That is it !  Therefore, the Divine Strikes as such (Poison/Trickery, Radiant/Life, etc.) are not modified in any way. 


Other recommended mod for the Trickery Domain 

UA6 Invoke Duplicity : this surprisingly well done mod makes Invoke Duplicity work like the tabletop version and the BG3 version is simply bad.  In short, your Trickery cleric teleports up to 30 feet away, leaving behind an illusory copy ("duplicate"), and you can (option) cast your spells via your duplicate.  The duplicate is a pure illusion that cannot be destroyed, but enemies can easily decide not to waste their time attacking it.