2286 comments

  1. KiderionLykon
    KiderionLykon
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    Class progression

    Make sure your mod is updated to the last version before reporting bugs, and please check the FAQ to see if it's something that's working as intended.

    If you enjoy this mod, please consider voting and endorsing.

    Please DO NOT report stuff that depends on other mods, such as "doesn't work with the mod that increases spell slots" or "doesn't work with the mod adds feats every level" or "no feats every 2 levels". Those mods alter ORIGINAL class files, they can't work on modded classes UNLESS their author specifically decide to do so for modded classes.


    And please think carefully before posting "bugs". That section is not for discussions and suggestions, but for real bugs. Also check FAQ and old bug reports. Unfortunately 90% of reports are not bugs and that's a huge waste of time.
    Keep in mind some bugs might be from dependencies of this mod and not his mod itself, so make sure to report on the correct one.

    FAQ

    Q: Doesn't work on Patch 7
    A: Should work from v 2.19.0 (and should also work on Patch 6)

    Q: Doesn't show up on PS5 mod list or official mod list
    A: It requires the official tool to allow import of old mods or somewhat doing it manually. You can help us do it since this mod is 100% open source (or we can wait for Larian to update the tool).


    Q: I get "Save Failed" after talking to a vendor
    A: If you're experiencing "Save Failed" issue after Patch 3 with any mod, just use the "trade" button (bottom left) instead of the dialogue option, make sure the trader is set to barter and it will let you save again.

    Q: Whenever I use the main firearm attack or repeated shot my game immediately closes. Please help!
    A: It seems to be a save compilation issue when moving to Patch 5 with an old savefile. It's solved by unequipping and re-equipping the offhand weapons.

    Q: I get UI errors after Patch 3
    A: This might be related to a wrong ImprovedUI installation or an outdated one. ImprovedUI will need an update to use the new Mirror. To update it correctly remove from modsettings, delete it, get the new one. It should appear in the overrides section, not in the main section (see the gallery).

    Q: I don't see the class icons and the resource icons
    A: Update to the latest version of ImprovedUI and ImprovedUI assets (only before Patch 7) to get resource icons. Other class mods containing icons and .xaml files will override ImprovedUI Assets, preventing Artificer class icons to work (before Patch 7). And this happens even if they're just in the mod folder and not added to active mods. Other class mods are being updated to avoid this.

    Q: Can this mod be used without Unlock Level Curve to 20?
    A: Yes. You can still use Artificer, it will simply be locked to lv12 and you won't even notice that the extra levels are there.

    Q: I have more spell slots when multiclassing
    A: This is normal as Artificer is a half-caster but in the rules its spell level is rounded up. We made a custom script to handle this. However, it gives too many spell slots at level 1 Artificer + any level 1 full-caster (corrects itself at higher levels). We didn't include Eldritch Knight and Arcane Trickster in the calculation and, of course, it doesn't take into account any modded class.

    Q: I want to translate this mod
    A: If you want to make translations of this mod, please add them to the GitHub repository and submit a Pull Request or just post them on Nexus, but try to keep them up to date and refer to Tasha for official spell/feat names.


    Q: Special arrows don't work anymore after installing ImprovedUI
    A: Fixed in 2.21.0. This unfortunately happened only with some subclasses and was hard to spot.

    Q: Infusion Slots are not restored by the Ithillid pod or other things
    A: This is working as intended. The game doesn't have a system to check which slots you have occupied by infusions, so we needed to make all infusions go away after a long rest and Infusion Slots being restored too after a long rest.

    Q: Where can I get the gun?
    A: This mod has 2 types of "guns": firearms and Eldritch Cannons. The former is Flintlock Pistol and Flintlock Musket, both acquired from vendors (base version in all acts, +1 versions in act 3). The latter is summoned by the Artillerist at level 3 and has a more powerful 2h version unlocked with endgame gear for Artillerist. Keep in mind: the Tiny Eldritch Cannon is not a "weapon" but a "summoned magical items" (per TT rules), as such you can't infuse it (also it won't change their skills).

    Q: The rifle position on the back is odd. It's a bug, fix it please.
    A: This won't be changed. The alternatives are worse. It has to match all body types and the heavy crossbow animations. Also it's a process that's tedious as hell and I feel lucky it got there.

    Q: Where do I get endgame gear?
    A: The Blueprints are from the kid in the Merchants Guild in act 3. Armors and weapons are from the Blacksmith in act 3 (Dragonborn girl vendor). The Bhaalist Dragonborn has some redundant stuff too in case you killed the other vendors. The monocle and the firearms are basically everywhere.

    Q: Flash of Genius doesn't scale with INT
    A: This is working as intended. We changed it to a flat +4 to compensate for the flaky interrupt system (which still acts poorly).

    Q: Lightning Launcher is not a weapon.
    A: Please update to v2.13.1 or later

    Q: The Tiny Cannon can't use its skills in Off-hand and can't be infused
    A: This is either intended or correct by TT ruling.

    Q: I can't do special ammo / repeating shot / regular action / whatever with Tiny Eldritch Cannon but I can with Crossbows/Firearms/Bows.
    A: Eldritch Cannons are not "weapons" in the rules. They're summons or magical items that perform specific magic.

    Q: Where can I see the changes from the TT version?
    A: Please check the description, there is a link.

    Q: People in Act 3 are scared of the Steel Defender.
    A: This can happen, but why wouldn't them? It's the same with Ranger summons. To prevent this, get the blueprints for the Steel Watcher. Citizens of Baldur's Gate are quite used to them, so they won't be scared.

    Q: So how exactly does the Arcane Firearm passive work?
    A: Any spell will proc a temporary skill in the temporary hotbar to manually do the extra damage. Unfortunately this is the only way we found to prevent it from activating on multitarget spell (something that is currently an exploit for many vanilla items and abilities, meaning it's an engine overlook).

    Q: I can't play in multiplayer even if my friends have the same mods.
    A: You likely have some difference you can't find, either in your mod versions, or load order, or some mods loaded from the game directory not showing up in mod order. It's not a bug from this mod, please do not report it as such.

    Q: It shows up as Wizard in dialogue.
    A: We're working on it
  2. Oudkla
    Oudkla
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    Hi,

    Loving the mod so far. One issue I noticed though, it doesnt look like the steel defender is leveling up with my character? Just hit 5 and noticed tha the steel defender is 24 hp despite 18 int. In theory, at lv 5 it should be 31 ( 2 + 4 + 5*5). Hovering over the steel defender, it says it lv 3 so was wondering if I needed to do something to get the right hp.

    Edit: Never mind, I just had to dismiss the summon and re-summon. I had resummoned it before when it had died but i guess it needed a hard reset or something
    1. DanteKannWeinen11
      DanteKannWeinen11
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      Bruh. Every summon in the game always needs to be resummoned for stat update. It was years for that.
  3. jollyroger94
    jollyroger94
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    any plans on getting it to work with patch 8 or is this project a done deal so to speak?
    1. spiderkuroku
      spiderkuroku
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      it doesnt work with patch 8?
    2. KennethElliot2015
      KennethElliot2015
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      It works fine. unsure about subclasses as not triyed it
    3. MrMixser
      MrMixser
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      Artillerist works fine, and infusions aren't broken. So, I would say mod is fully useable even now.
    4. Danaiyka
      Danaiyka
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      Only a bug with bad infusion on astral plane
    5. Jacentor
      Jacentor
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      is it working with the updated version of the ImprovedUI patch 8?
  4. MrMixser
    MrMixser
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    Would be nice to get compatability patch with Mystra's Spells. 5e spells are good, but Mystra's has few extra spells that 5e doesn't, which would be nice to have on Artificer
  5. Kruwl
    Kruwl
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    Still hoping that the forge adept subclass gets added at some point
  6. T3chn0Fr34q
    T3chn0Fr34q
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    The Flintlock Musket is classified as a Sling, is this as intended or did i f*#@ something up?
    1. MrMixser
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      Fairly sure that's intended as workaround, since you can't add new weapon classes properly into game
  7. Kuruslayer
    Kuruslayer
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    Don't know if it's been suggested already, but any chance for Returning Weapon Infusion making it into the mod? Otherwise, awesome work!
    1. MrMixser
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      It is in game. Given when you get 2nd set of Infusions to choose, you can pick Returning Weapon. 
  8. SFlumen
    SFlumen
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    Hey, im new to modding and i love this class but ive been stuck on something. i cant summon the eldritch cannon, because im missing Ranger Companion points (?) and although ive seen those pips in videos, it doesnt show up in mine. ive made like 4 char already and it also doesnt work with the battle smith
  9. erotakeru
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    Do you have plans on adding the Archivist subclass as well?

    I love this subclass and I know it was originally archived in dnd, but the subclass that got its place (wizard's order of the scribes) doesn't come close to the features the original archivist had (like information overload!!!)

  10. badbinchjuice
    badbinchjuice
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    idk if this has been brought up before (i couldn't find it in the bugs, at least), but knocking enemies from high -> low ground using the artillerist's eldritch cannon doesn't do fall damage like EB/thunderwave would do. is this intended..?
  11. TrueNeutralGimp
    TrueNeutralGimp
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    Does anyone have the UUID for the steel watcher blueprints sold by the kid in act 3?