I saw that while reading up on the related lore and took it into account, as well as people's opinions on it. Some feel it's bad writing and there are better ways of handling faithless people's afterlife as well as how gods act about it, and some don't mind it and want to adhere to the lore until it's explicitly stated it's gone for good.
From my brief search, I'm inclined to agree with the former group: I don't see why gods, who are basically the embodiment of specific values and convictions, wouldn't snatch up people who lived a life just as worthy of their domain as their actual followers. One of the Reddit posts was also specifically prompted asking about the absence of Myrkul's Wall of the Faithless in 5e (granted, it was from 2020, and could still be valid lore that just doesn't get focused on, and I might've missed stuff). So I'm not exactly married to that part of lore when it doesn't seem to have been relevant for a long time, and it's also not something I'd enjoy for my own stories anyway.
That said, I left the phrasing of the description deliberately vague, so people who want to keep the drawbacks of being faithless can imagine that's what's gonna happen to any non-believer. And if that's not enough, well, it's one option in the mod, and you're not required to pick it for anyone or to even download the mod.
Good writing or bad writing it's cannon writing. Also, unless I'm misunderstanding something in the lore, the part about "their fate in the afterlife remaining obscure" is factually incorrect. Faithless KNOW about the Fuge and the Wall. It's a solid threat-type bargaining chip to use against mortals, you know. Although during the game's time specifically the wall was down. And as far as people knowing about that specific part I'm not sure.
I don't see why gods, who are basically the embodiment of specific values and convictions, wouldn't snatch up people who lived a life just as worthy of their domain as their actual followers.
Actions of others don't have to make sense to us in order to actually happen. And fiction is no exception to that. And "gods" are not just embodiments of values and convictions, they are also sentient beings typically with both quite an ego and quite a temper. Wall was there as a punishment. Punishment specifically FOR FAITHLESSNESS. Not for living life in a way that doesn't match anyone of their preferences, no. It was a punishment specifically for not bowing down to any of them. And while Kelemvor's little "revolution" brought light to the s#*! hole known as Fuge for a time, that time didn't last. Other "gods" got but-hurt about the resulting disbalance between good worshipers and evil worshipers, and told Klemvor that, he's "incompetent by humanity", or to put it in RL's terms - should put his corporation's benefit over his clients, his actual work, and his work ethic. And yield he did. Quickly turning into pretty much just another shaded "corpo".
And that's deities of Forgotten Realms for you. They're easily shittier than even the Greek pantheon. As I've posted in comments of a different mod related to the same subject - it's easy to understand FR gods relation to mortals if you look at their workings as you would at a "protection" racket.
And you'd think THOSE fuckers would care how fitting a mortal has lived their life if he led it without worship???
Maybe IRL god does if it actually exists, but FR's pack of fuckers "divine" beings? Not a chance. All they want out of mortals is protection money worship because that is the basis of their strength.
Well, credit where it's due they are not all 100% jerks, but reaction to Kelemvor's handling of faithless and his own subsequent adjustment tells you all you need to know about what kind of a group of assholes they are what they're like as a whole.
In the ImprovedUI comment section, I saw someone solve their missing icon issues by removing mods that have mod fixer in them still. Have you tried that?
as far as i can tell, according to bg3mm, i have no mods with mod fixer in them. (it's the little post-it note, right? i only have the larian logo icons and the osiris scroll)
ImprovedUI removed all embedded icons and stuff from the mod (previously the Assets submod), this now has to be embedded in every mod as far as I understand it. There was also some changes to the file structure for icons I think, so all mods will need an update to fix that if the icons are already embedded.
Most class mods also lost icons for their subclasses, but there are two older mods that add those for most of them if you search for icons.
The icons are packed in the mod, but they're in the wrong location. If you unpack the mod you can find the icons at: FaithfulFaithless\Public\Game\GUI\Assets\FaithFaithless\CC\icons_deities The path for Patch 7 should be: FaithfulFaithless\Public\Game\GUI\Assets\CC\icons_deities I came across the same problem with the Cleric Subclasses mod. A posterMarkoftheMystra pointed out the path was incorrect and how to fix it. I moved the CC directory up one level so it was Assets. Repacked the mod added it my load order and the icons appeared. Their post is here. Bottom of the first page.
I've done so and by my understanding from reading the comments, I'm supposed to be given the choice to pick a deity on level-up. I'm not getting anything like that in the level-up screen. Am I missing something?
EDIT: Nothing shows up in Withers' respec menu, either. I don't mean to come off rudely but I'd appreciate a guide on the mod page on what this process looks like when downloaded mid-game.
Disregard. I guess I needed to download Deity Tag Activator for it to... register? It shows up in Withers' respec menu now.
Just posting to confirm that this is working for me in patch 7 (along with Deity Tag Activator, which I would also recommend), and to thank the mod author for a great mod :)
I am using Deity tag Activator and I was looking for a mod that can add a "none" dummy tag so that I don't have to make all my companions faithful. Can the tagged version of your mod provide that ? or would I have to look elsewhere ?
"Faithless" is specifically made for that. Faithless has no tags associated with it regardless of version, which means there won't be any deity, cleric, or paladin related dialogues available for you. I use this on my companions who have expressed having no faith in the divine for one reason or another.
Hey, yeah it should be possible, and thank you for the reminder, someone else has also asked about this before. However it does edit a file that many many mods also edit, so I'll have to sort out the compatibility side of it first. But once it's done, I'll update here!
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No I definitely didn't forget to update this sticky like I said I would for a monthFrom my brief search, I'm inclined to agree with the former group: I don't see why gods, who are basically the embodiment of specific values and convictions, wouldn't snatch up people who lived a life just as worthy of their domain as their actual followers. One of the Reddit posts was also specifically prompted asking about the absence of Myrkul's Wall of the Faithless in 5e (granted, it was from 2020, and could still be valid lore that just doesn't get focused on, and I might've missed stuff). So I'm not exactly married to that part of lore when it doesn't seem to have been relevant for a long time, and it's also not something I'd enjoy for my own stories anyway.
That said, I left the phrasing of the description deliberately vague, so people who want to keep the drawbacks of being faithless can imagine that's what's gonna happen to any non-believer. And if that's not enough, well, it's one option in the mod, and you're not required to pick it for anyone or to even download the mod.
Also, unless I'm misunderstanding something in the lore, the part about "their fate in the afterlife remaining obscure" is factually incorrect.
Faithless KNOW about the Fuge and the Wall. It's a solid threat-type bargaining chip to use against mortals, you know.
Although during the game's time specifically the wall was down. And as far as people knowing about that specific part I'm not sure.
Actions of others don't have to make sense to us in order to actually happen. And fiction is no exception to that.
And "gods" are not just embodiments of values and convictions, they are also sentient beings typically with both quite an ego and quite a temper.
Wall was there as a punishment. Punishment specifically FOR FAITHLESSNESS. Not for living life in a way that doesn't match anyone of their preferences, no. It was a punishment specifically for not bowing down to any of them.
And while Kelemvor's little "revolution" brought light to the s#*! hole known as Fuge for a time, that time didn't last. Other "gods" got but-hurt about the resulting disbalance between good worshipers and evil worshipers, and told Klemvor that, he's "incompetent by humanity", or to put it in RL's terms - should put his corporation's benefit over his clients, his actual work, and his work ethic. And yield he did. Quickly turning into pretty much just another shaded "corpo".
And that's deities of Forgotten Realms for you. They're easily shittier than even the Greek pantheon.
As I've posted in comments of a different mod related to the same subject - it's easy to understand FR gods relation to mortals if you look at their workings as you would at a "protection" racket.
And you'd think THOSE fuckers would care how fitting a mortal has lived their life if he led it without worship???
Maybe IRL god does if it actually exists, but FR's pack of
fuckers"divine" beings? Not a chance. All they want out of mortals isprotection moneyworship because that is the basis of their strength.Well, credit where it's due they are not all 100% jerks, but reaction to Kelemvor's handling of faithless and his own subsequent adjustment tells you all you need to know about
what kind of a group of assholes they arewhat they're like as a whole.Most class mods also lost icons for their subclasses, but there are two older mods that add those for most of them if you search for icons.
The path for Patch 7 should be:
FaithfulFaithless\Public\Game\GUI\Assets\CC\icons_deities
I came across the same problem with the Cleric Subclasses mod.
A posterMarkoftheMystra pointed out the path was incorrect and how to fix it. I moved the CC directory up one level so it was Assets. Repacked the mod added it my load order and the icons appeared.Their post is here. Bottom of the first page.
I've done so and by my understanding from reading the comments, I'm supposed to be given the choice to pick a deity on level-up. I'm not getting anything like that in the level-up screen. Am I missing something?
Disregard. I guess I needed to download Deity Tag Activator for it to... register? It shows up in Withers' respec menu now.EDIT: Nothing shows up in Withers' respec menu, either. I don't mean to come off rudely but I'd appreciate a guide on the mod page on what this process looks like when downloaded mid-game.
I am using Deity tag Activator and I was looking for a mod that can add a "none" dummy tag so that I don't have to make all my companions faithful.
Can the tagged version of your mod provide that ? or would I have to look elsewhere ?