just went through trial and error with my BG3MM modsettings.lsx resetting and the root of the problem is this mod. i'm unsure as to why that is, but i thought i'd alert you to the issue and warn others about it
I'm not sure as i haven't tested it (some game issues prevent me) but unless there has been changes to the way items are coded or with this specific weapon, it should work. If you try it please lemme know if it works or not (make a save before trying of course like with any mod)
Ive been going through my mods 1 by 1 (installing a mod, running the game, installing the next mod, running the game, etc) and this mod seems to deactivate all my other mods when starting a new game. I've seen this happen to another mod, and i think the comments said that mod had a built in mod fixer and that was the issue? Unsure if it's the same issue here, but just wanted to let you know.
*Edit: Btw i rly love this mod and ty for your hard work <3
Any possibility of getting a version of this that has the spells (except Poison Spray) 1/long rest? Since you might get this very early on, 1/short rest is more extra spells than I'd like.
I love this mod so much! But with patch 3, Gale cant seem to keep it equipped if he leaves my party. I think he passes it back to me cuz its marked as a quest item? Is there any way to fix this? It's annoying that he won't hold onto it.
My recommendation (at least for an optional file, for balance testing) coming from someone playing in a massively more difficult modded game (Tactician Plus +150% and scaling, Immersive AI, Stronger Bosses and weaker spells) is: remove light attribute, remove Tasha's hideous laughter. Add extra 2 poison damage whenever wearer deals poison damage (Mourning Frost adds 1 to cold, but there are so many more mechanics against poison than cold including in race passives), give 1-4 poison damage to the staff melee attack. I don't think it needs a passive that poisons, since spells and grenades/coatings already do that a lot.
To be honest, I'm pretty sure the staff in vanilla should already be doing something like this, pretty much identical to the Mourning Frost, but they forgor when they rushed release.
I feel like this staff would have more utility if it gave a buff to necrotic and poison damage rather than the additional spells. Im using it on my necro and am a bit disappointed with the vanilla version, mainly still using it for the RP
This is too much. Maybe 2 additional spells instead of 4? Maybe just adding Acid or Poison Damage additional when smacked with the staff with the 2 spells? This is just too OP.
I see so many overpowered weapons and armor on here that my mind jumped not to "is this overpowered?" but "HOW overpowered did they make this one?"
But honestly looking at this item, it looks really good. It seems to have a cool niche. A very hag esc weapon. Illusions, debuffs, poison. Very on brand. I could see myself using this in a play through with this type of playstyle. Honestly, with how overpowered the staff you get from the hag is (The +2 to all saves staff) This seems modest in comparison.
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*Edit: Btw i rly love this mod and ty for your hard work <3
To be honest, I'm pretty sure the staff in vanilla should already be doing something like this, pretty much identical to the Mourning Frost, but they forgor when they rushed release.
But honestly looking at this item, it looks really good. It seems to have a cool niche. A very hag esc weapon. Illusions, debuffs, poison. Very on brand. I could see myself using this in a play through with this type of playstyle. Honestly, with how overpowered the staff you get from the hag is (The +2 to all saves staff) This seems modest in comparison.