I'm trying to port some of your ideas to wildshape overhaul mod for my personal enjoyment, but i'm stuck at making the bonus action bite work, do you have any quick tips?
i changed what i wanted from wildshape overhaul and removed everything from your mod that wasn't "MARTIAL_ARTS_BONUS_UNARMED_STRIKE" from status_BOOST.txt and both "Target_Claws_WildShapeMonk" and "Target_Bite_WildShapeMonk" from spell_target.txt The wildshape attacks don't seem to trigger the bonus attack, but attacking unarmed in wildshape triggers it
Quick question would this changes be appliable to the Dark Urge Slayer form? idk if it counts a wild shape when you made this mod. i haven't played a full evil dark urge yet but i was curious if his claw attacks would count as unarmed damage and if so maybe this mod would also apply to that form. Thanks in advance!
-Tavern brawler damage doesn't work on Earth Myrmidons; attack does -Myrmidons in general don't recieve equipment bonuses -after a Myrmidon shift you have to reequip items to get them to work again
Doh, i dont think I fixed their equipment rule, i kinda forgot. I can look at this tomorrow. Not sure if myrm attacks count as unarmed either, i modified only those skills that use the unarmed modifier and i am not sure I saw the myrms.
new entry "Target_ThunderousPunch_Myrmidon_Earth" type "SpellData" data "SpellType" "Target" using "Target_UnarmedAttack" data "SpellSuccess" "IF(not SavingThrow(Ability.Constitution,13)):ApplyStatus(PRONE,100,2);DealDamage(max(1,5+UnarmedMeleeAbilityModifier), Bludgeoning);DealDamage(3d10, Thunder,Magical)" data "Icon" "GenericIcon_DamageType_Thunder"
It has the same issue as the other ones, it uses the UnarmedMeleeAbilityModifier which does not scale to unarmed damage bonuses. I'll add it to the list.
Also the Myrms use a different ruleset than other shapes, so I need to add it. Update out now.
Hello, love the mod and great work! I was just wondering where you found the earth myrmidon skill "Target_ThunderousPunch_Myrmidon_Earth". When I unpacked the original shared.pak I just couldn't find it, is it located in another file rather than "Public\Shared\Stats\Generated\Data_Spell_target.txt"? I was hoping you could point me in the right direction :)
Hello i love these changes as i'm playing with shapeshifting and stuff. But idk if you could help me with some problem i have atm.
https://imgur.com/gallery/21s4qI2 This is my mod list/ order if it helps with context.
Basically every time i try to put this mod in any order of my mod list i become unable to talk to npcs/companions, and also unable to go to camp/get out of camp.
I tried installing the mod fixer just in case (i hadn't installed it at first since i read that it was not necessary to install anymore for some mods after patch 1) but even so, i tried with mod fixer and the results were the same, maybe you can see an incompatibily with one of my mods that i'm no? since i'm fairly new to modding bg3. Thanks in advance!
Edit: i found out that no matter what other mods i installed its weird, any other addition asides from the ones that are already active in my current load order will just not let me talk to people or get out of camp.
so do you have the same issue with other addons or just mine, not 100% sure. All I did was modify skill damage and change the shapeshift rule to allow it to stay active (but you unshift when talking) so I have no idea how that would be impacting NPC interactions
Hell yes! I had my druid playthrough on hold until a mod came out that would let wildshape attacks count as melee weapons (rather than benefitting from absolutely nothing like they are now) and for equipment to generally work. I know items dissolve into a wildshape form except where appropriate, but as a DM, I would absolutely design most items to work in a wildshape form, so this is ideal!
35 comments
I'm trying to port some of your ideas to wildshape overhaul mod for my personal enjoyment, but i'm stuck at making the bonus action bite work, do you have any quick tips?
i changed what i wanted from wildshape overhaul and removed everything from your mod that wasn't "MARTIAL_ARTS_BONUS_UNARMED_STRIKE" from status_BOOST.txt and both "Target_Claws_WildShapeMonk" and "Target_Bite_WildShapeMonk" from spell_target.txt
The wildshape attacks don't seem to trigger the bonus attack, but attacking unarmed in wildshape triggers it
But i found some bugs concerning Myrmidons:
-Tavern brawler damage doesn't work on Earth Myrmidons; attack does
-Myrmidons in general don't recieve equipment bonuses
-after a Myrmidon shift you have to reequip items to get them to work again
new entry "Target_ThunderousPunch_Myrmidon_Earth"
type "SpellData"
data "SpellType" "Target"
using "Target_UnarmedAttack"
data "SpellSuccess" "IF(not SavingThrow(Ability.Constitution,13)):ApplyStatus(PRONE,100,2);DealDamage(max(1,5+UnarmedMeleeAbilityModifier), Bludgeoning);DealDamage(3d10, Thunder,Magical)"
data "Icon" "GenericIcon_DamageType_Thunder"
It has the same issue as the other ones, it uses the UnarmedMeleeAbilityModifier which does not scale to unarmed damage bonuses. I'll add it to the list.
Also the Myrms use a different ruleset than other shapes, so I need to add it.
Update out now.
Thanks for the quick update. Did the update include equipment fixes for Myrmidon? Because for me equipment is still disabled for Myrmidon Wildshape.
And there is a vanilla bug with Earth Myrm thunder strike damage: It is always fixed 5 damage instead of 1d10.
https://imgur.com/gallery/21s4qI2 This is my mod list/ order if it helps with context.
Basically every time i try to put this mod in any order of my mod list i become unable to talk to npcs/companions, and also unable to go to camp/get out of camp.
I tried installing the mod fixer just in case (i hadn't installed it at first since i read that it was not necessary to install anymore for some mods after patch 1) but even so, i tried with mod fixer and the results were the same, maybe you can see an incompatibily with one of my mods that i'm no? since i'm fairly new to modding bg3. Thanks in advance!
Edit: i found out that no matter what other mods i installed its weird, any other addition asides from the ones that are already active in my current load order will just not let me talk to people or get out of camp.