Thanks. Spoken lines was the initial intent. But, probably not. I spent a good amount of time trying to figure that out back around V3. I failed to find a solution. I haven't checked out the mod stuff that was added with V7... then again, i haven't even played in over a year...
Hay there, thank you for the fun mods! I really enjoy this and the class rings! here comes the butt. But I am having an oddity with Bracer's of Mercury's Fury. Rather than setting me to 2 action/bonus/reaction, it's adding them so that I have 3 of each. Maybe mod conflict but thought I should mention it here. Thanks again!
Thanks for checking the mod out. It sets the base to 2 of each. Any class feature or item that also adds to it, still will. But, if it is a bug, then enjoy the extra actions :D. I haven't played the game in a while so I haven't had a chance to check if these still work as expected after the latest updates. I am just glad it still works lol.
I dont think i will. There are in game variables for setting an item's base price with regards to type and rarity. There are a couple of reasons i did not use them. 1) this is a cheat mod. Realistic already doesnt apply. 2) you purchase the chest from a regular vendor, not the items. The cost of the chest starts out as the sum of the costs of the things in the chest. That can get too exoensive. 3) i didnt create this as a realistic mod. It was more for me to see how different object types and modfiers could be created, addressed, and altered... worth about 2 gold as far as i can tell.
I absolutely love this mod! I haven't interacted with the vendor much (yet) I just grab the chest from the summoned tutorial chest.
One tiny suggestion: I'd recommend adding clarification to the title (even if in parenthesis) such as "Mudd's Curios (Custom Trader and Magical Items)" to help folks find the mod. For some reason I have a hard time remembering either "Mudd" or "Curios" and have a hard time finding it (even in my mod list with a customized name) anytime I want to recommend to friends & such.
FYI there's a couple typos in the English localization file:
Line 55, "You AC increases by" - "You" should be "Your"
Line 99, "a ranger and it's worg" - "it's" should be "its"
Very minor of course, could probably wait until your next major update. I already updated my local copy of the mod because that first typo is something a shitty boss of mine used to do a lot, didn't want your awesome mod reminding me of him lol!
Thank you for the mod! I really enjoy the sandal's version of "Misty Step", doesn't use any action points in combat.
Ohhh neat idea. Cape of the Goblin King... or a Bowie Knife (because of umm David Bowie) or something. Man that could be fun! I will mess around with that and see what happens.
It is done. Added a cloak, "Cloak of the Goblin King", which will allow you to summon either a goblin cleric, fighter, ranger, wizard, or warlock. The new version has been uploaded.
LOL yeah, the bard meat. Sweetened with the glaze of honeyed words.
The primary intent, with that, was to apply the "Bard" tag to a character. In the hopes that it would bring up the bard dialog options without actually having to multiclass in to bard... to get those amazing dialog options. I was able to make it give, and show, the tag. Sadly, it would not show the Bard dialog options though. I tried it for so long. But, since I already made the object, i decided why not make it still do something bard related.
Yeah, it is a known issue. I mentioned this in several places. I attached the dialogue from the goblin trader to the custom vendor. As a result, the dialogue is subject to the same triggers. When the vendor says that, you can still hit the trade button and get to it that way.
At the moment, due to the complexity of the dialogue system, there might not be a clean solution (until proper modding tools are released at least). I was unaware of this fact when i started this mod. I looked on Larian's discord and there is only an open question about creating dialogues... but no answers.
While in the dialog: XBox Controller: it shows, under the dialog to hit Y to trade. Mouse: at the bottom left, there is a button you can click on... 3rd from the left... it will show the "Trade" tooltip.
Thanks for checking out the mod. I am sorry you ran in to issues. I tried the mod in several different areas across 4 different campaigns and did not run in to issues. So, I looked through the code just in case. I did find an invalid reference in the parts for the Redcaps, Panther, and Saber-tooth Tiger summons (CanStand UUID vs Summon UUID. It was using the CanStand reference from the Elemental Air summon, lol yeah oops). I corrected those and tried the mod everywhere again. I saw no change, it still worked fine for me. Maybe that will have fixed your issue though. Either way, if you get a chance, try the latest version and let me know.
The gear is great, thank you. I know the NPC is still a work in progress, could you consider moving him next to withers or the magic mirror? I feel most people romance SH and the dwarf is just kinda there at her tent ... watching... silently
The magic mirror place could be an issue too... if you romance someone else. Maybe i should move him out of the camp altogether. Maybe put him near the portal where Gale is first encountered or something.
Edit: on second thought, removing him from the camp might mess with save files. I will figure smething out
I think having him in the camp is really cool tbh. Its also nice having a trader to offload crap, so now I can loot heavy stuff for that extra 5 gold.
I know nothing about how things are anchored, esp considering each act has like 5 camps. Mudd seems like the type that would befriend an owlbear and that cub is always off somewhere alone. Those two could be chonky potatoes and hangout together =) Just an idea.
That being said, I have Karlach just toss him when needed and he runs off for a long rest. So there is a current workaround lol
Your goofy Dwarf merchant concept actually inspired me to make a Dwarf Tav. Let's go crack some knees! The rings have flavour and aren't overly broken, so it's a great addition to any game.
I actually don't mind Mudd being there in camp, I'd imagine he wears a giddy smile on his face as he witnesses strange events and drama happening almost every night at camp, a usual thing for the Fellowship of the Tadpole.
LOL that is great to hear. I might just do the same... then again, i made a ring with invisibility on it so i would stop making duergar characters (that is how all of this mess started). Yeah Mudd is messed up af. One of my top 5 table top PCs that i had the pleasure to play :D
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But I am having an oddity with Bracer's of Mercury's Fury. Rather than setting me to 2 action/bonus/reaction, it's adding them so that I have 3 of each.
Maybe mod conflict but thought I should mention it here. Thanks again!
1) this is a cheat mod. Realistic already doesnt apply.
2) you purchase the chest from a regular vendor, not the items. The cost of the chest starts out as the sum of the costs of the things in the chest. That can get too exoensive.
3) i didnt create this as a realistic mod. It was more for me to see how different object types and modfiers could be created, addressed, and altered... worth about 2 gold as far as i can tell.
One tiny suggestion: I'd recommend adding clarification to the title (even if in parenthesis) such as "Mudd's Curios (Custom Trader and Magical Items)" to help folks find the mod. For some reason I have a hard time remembering either "Mudd" or "Curios" and have a hard time finding it (even in my mod list with a customized name) anytime I want to recommend to friends & such.
Thank you for all you do! <3
That is a really good suggestion. I never really do this stuff thinking anyone would actually look for it lol. I will go ahead and do that.
Much gratitude!
Very minor of course, could probably wait until your next major update. I already updated my local copy of the mod because that first typo is something a shitty boss of mine used to do a lot, didn't want your awesome mod reminding me of him lol!
Thank you for the mod! I really enjoy the sandal's version of "Misty Step", doesn't use any action points in combat.
Those kind of typos are hard to spot when i am the one that wrote them... i keep reading them as i intended them to be lol.
I will fix those in the next release.
They could be hilariously ineffectual or a level 12 menace, it would just feel nice to have a goblin buddy waddling around with the group.
Also, I need to get away from my Duergar addiction. You weren't joking, hahaha...
Man that could be fun! I will mess around with that and see what happens.
Meanwhile, I'm still wrestling with the whole Bard Meat concept. This mod is wild.
The primary intent, with that, was to apply the "Bard" tag to a character. In the hopes that it would bring up the bard dialog options without actually having to multiclass in to bard... to get those amazing dialog options. I was able to make it give, and show, the tag. Sadly, it would not show the Bard dialog options though. I tried it for so long. But, since I already made the object, i decided why not make it still do something bard related.
At the moment, due to the complexity of the dialogue system, there might not be a clean solution (until proper modding tools are released at least). I was unaware of this fact when i started this mod. I looked on Larian's discord and there is only an open question about creating dialogues... but no answers.
XBox Controller: it shows, under the dialog to hit Y to trade.
Mouse: at the bottom left, there is a button you can click on... 3rd from the left... it will show the "Trade" tooltip.
Both bring up the trade window.
This can be done with many regular NPCs too...
Im trying summon red cap sage but he exploded in blood after summon, sound poetic... xD
Edit: on second thought, removing him from the camp might mess with save files. I will figure smething out
I know nothing about how things are anchored, esp considering each act has like 5 camps. Mudd seems like the type that would befriend an owlbear and that cub is always off somewhere alone. Those two could be chonky potatoes and hangout together =) Just an idea.
That being said, I have Karlach just toss him when needed and he runs off for a long rest. So there is a current workaround lol
- PIck his pockets
- Let him chase you to a spot where you want him to stay.
- talk your way out of it
- Go into Barter mode and give him 3000ish gold to turn him into an ally
- Cast feign death on him
- PIck his pockets again to get your gold back
When he wakes up, he'll stay standing in his new spot. (I have him next to Astarion's Tent in Act 1)The rings have flavour and aren't overly broken, so it's a great addition to any game.
I actually don't mind Mudd being there in camp, I'd imagine he wears a giddy smile on his face as he witnesses strange events and drama happening almost every night at camp, a usual thing for the Fellowship of the Tadpole.
Yeah Mudd is messed up af. One of my top 5 table top PCs that i had the pleasure to play :D