Does this mod still work on the current version of the game? Really want my 2nd run to be a drunk brawler build but glancing at the items I knew someone must have made a mod to fix them up.
1. Enable SE console 2. SE > enter 3. Osi.TemplateAddTo("652c5cb5-b03b-4bd4-8993-3d4f07ed215c", GetHostCharacter(), 1, 1) > Enter (Drunken Cloth) 4. Osi.TemplateAddTo("b6510e39-54fc-45fa-a49e-e7d8cbfdafe6", GetHostCharacter(), 1, 1) > Enter (Amulet)
Hi, Is it possible to make the Cloth available earlier, like in the grove? Would just like a somewhat viable drunk build throughout the game and not just late act 3. Thanks for your time
To my shame, I still haven't completely figured out TreasureTables yet but yes, it should be possible in principle. However, I don't think that having an item with +4 AC since the beginning of the game, even conditionally on consuming a resource, is a good idea, balance wise.
I'm thinking about adding more items, so that players can randomly find them throughout the game, in places related to alcohol. This way you will be able to find some items earlier and some later and have more alcohol themed bonuses the more you play.
Maybe a version with less AC if this make you feel better. I wanted try this new itens in this run with drunk monk, but will take a lot to reach in baldurs. Should be very nice get this itens on groove or in the tutorial chest
Nice mod! I noticed that the Amulet of the Drunkard in vanilla and in this mod sets the drunk duration to 5. The description states "increase the duration of your inebriation by 5 rounds." I think this implies it should add 5 to the drunk condition, so with a base alcohol duration of 2, it should move up to 7 turns.
This edit to the passive's StatsFunctors line does this: data "StatsFunctors" "RegainHitPoints(2d4);IF(StatusId('DRUNK')):SetStatusDuration(DRUNK, 5, Add);IF(StatusId('DRINK_ALCOHOL')):SetStatusDuration(DRINK_ALCOHOL, 5, Add)"
These are really good buffs/reworks and I think larian should consider incorporating these changes, at the very least making the change to the chest piece. you get it so late and there's so many good chest pieces to compete with by then. it should at least be slightly competitive with the graceful cloth/its strength variant if you're gonna burn a chest slot on it.
Though I can see why they chose constitution so it wouldn't be locked to monk and barbarians could want it as well. but idk drunken monk is too thematic let the monks have it.
as far as fan wishlist:
I think something that synergizes with reverberate could be really cool, my current runs monk has a bunch of reverb stuff on it (radiant damage from open hand subclass causes reverb via gloves along with other items) and having something that lets me synergize that with drunken style sounds thematic and strong. Or maybe something that creates some booze once per long rest.
Unending Beer Hat If you're drunk, reverberated targets you hit with unarmed attacks take extra damage. (or get splashed with booze, or something like that). Add ability- create booze.
could maybe target some of the unique stuff in the subclasses. I know resonation is an open palm thing and might work , not too sure what could work well with shadow and elements.
anyway cool mod! I'll give it a go!
edit: PS - punch drunk bastard is totally a monk weapon (if you are level 9 open hand). resonating punch replaces your action attack, so you can wear stat stick(s) without losing anything.
I think they used constitution just because it makes sense for temporary hit points. But as it's a primary attribute for a Barbarian and not a Monk, it skews the item utility in favour of the former. Moreover, the whole idea of temporary hit points renewing every round is a bit weird from gameplay perspective. It's suboptimal for a Monk, who is about not being hit at all, and suboptimal for a Barbarian who is about getting hit a lot. I'd say Barbarian is still better off with this due to synergy with rage, but getting regular damage reduction seems a superior option.
The modded version is more Monk focused. Decent amount of temporary hit points that you can carry with yourself and not just active only in battle, compensates for Monk squishiness and the fact that they replenish once per drunk status, means that it's better not to get hit to preserve the advantage on constitution save, which also can be used out of combat now. +4 to AC and +1 to hit/damage is Monk's bread and butter. But for a Barbarian, +4 to AC and 10 reliable temporary hit points every fight is also quite useful, so I'd say that previously the item was mostly locked to Barbarian without actually being that good of an option, and now it's quite good for a Monk, but also decent for a Barbarian.
Synergy with reverberate is a curious idea and I'll think more about it. It makes sense in principle, but also sounds a bit too complicated for my taste. I believe all items are connected to only one status effect at most and rightfully so, otherwise we are getting an extremely specific bonuses which only rarely apply and it's hard to properly balance those. Just look at the Kushigo chest piece that requires you to spend an armor slot, a bonus action, a ki point, a reaction and requires the target to attack you and miss, just so that you could make one unarmored attack!
I have, but I figured it wasn't meant to be a monk weapon. Shockwaves from quarterstaff strikes just do not make as much sense as from a greatclub. And this is fine, I think. Not all alcohol related items have to be monk-centered. Also you can still carry punch-drunk to get advantages on unarmed strikes, anyway.
Thank you for this! I had the concept of a drunk oni barbarian and found myself happy and disappointed at the same time when finding these Drunk items. Are there plans to add more Drunk items considering the paltry amount in base game?
Like Ring of Inebration that reapplies the Drunk status? Or a helmet that lets you spray fire in exchange for 1 round of Drunk/disadvantage on perception?
19 comments
2. SE > enter
3. Osi.TemplateAddTo("652c5cb5-b03b-4bd4-8993-3d4f07ed215c", GetHostCharacter(), 1, 1) > Enter (Drunken Cloth)
4. Osi.TemplateAddTo("b6510e39-54fc-45fa-a49e-e7d8cbfdafe6", GetHostCharacter(), 1, 1) > Enter (Amulet)
Is it possible to make the Cloth available earlier, like in the grove?
Would just like a somewhat viable drunk build throughout the game and not just late act 3.
Thanks for your time
I'm thinking about adding more items, so that players can randomly find them throughout the game, in places related to alcohol. This way you will be able to find some items earlier and some later and have more alcohol themed bonuses the more you play.
I noticed that the Amulet of the Drunkard in vanilla and in this mod sets the drunk duration to 5. The description states "increase the duration of your inebriation by 5 rounds." I think this implies it should add 5 to the drunk condition, so with a base alcohol duration of 2, it should move up to 7 turns.
This edit to the passive's StatsFunctors line does this:
data "StatsFunctors" "RegainHitPoints(2d4);IF(StatusId('DRUNK')):SetStatusDuration(DRUNK, 5, Add);IF(StatusId('DRINK_ALCOHOL')):SetStatusDuration(DRINK_ALCOHOL, 5, Add)"
Though I can see why they chose constitution so it wouldn't be locked to monk and barbarians could want it as well. but idk drunken monk is too thematic let the monks have it.
as far as fan wishlist:
I think something that synergizes with reverberate could be really cool, my current runs monk has a bunch of reverb stuff on it (radiant damage from open hand subclass causes reverb via gloves along with other items) and having something that lets me synergize that with drunken style sounds thematic and strong. Or maybe something that creates some booze once per long rest.
Unending Beer Hat
If you're drunk, reverberated targets you hit with unarmed attacks take extra damage. (or get splashed with booze, or something like that). Add ability- create booze.
could maybe target some of the unique stuff in the subclasses. I know resonation is an open palm thing and might work , not too sure what could work well with shadow and elements.
anyway cool mod! I'll give it a go!
edit: PS - punch drunk bastard is totally a monk weapon (if you are level 9 open hand). resonating punch replaces your action attack, so you can wear stat stick(s) without losing anything.
The modded version is more Monk focused. Decent amount of temporary hit points that you can carry with yourself and not just active only in battle, compensates for Monk squishiness and the fact that they replenish once per drunk status, means that it's better not to get hit to preserve the advantage on constitution save, which also can be used out of combat now. +4 to AC and +1 to hit/damage is Monk's bread and butter. But for a Barbarian, +4 to AC and 10 reliable temporary hit points every fight is also quite useful, so I'd say that previously the item was mostly locked to Barbarian without actually being that good of an option, and now it's quite good for a Monk, but also decent for a Barbarian.
Synergy with reverberate is a curious idea and I'll think more about it. It makes sense in principle, but also sounds a bit too complicated for my taste. I believe all items are connected to only one status effect at most and rightfully so, otherwise we are getting an extremely specific bonuses which only rarely apply and it's hard to properly balance those. Just look at the Kushigo chest piece that requires you to spend an armor slot, a bonus action, a ki point, a reaction and requires the target to attack you and miss, just so that you could make one unarmored attack!
For a full drunkards regalia theme.
Like Ring of Inebration that reapplies the Drunk status? Or a helmet that lets you spray fire in exchange for 1 round of Drunk/disadvantage on perception?