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dawn13245

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41 comments

  1. ffomega88
    ffomega88
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    honestly wish the weapons were +2 instead of a +3. that is my only gripe.
    the extra critical is nice but it might be too strong and remove the use of other weapons when combined with the remaining buffs.
    thats always one of the biggest issues with mods, people add things they think are cool but never consider the fact that balance is there so that everything is cool, not just the one thing.
    also the armors give too much AC.
    i wish there was a tutorial people could read on reccomendations as to the importance of game balance when making items.

    i wanted to download this mod so i can add it to our playthrough with friends that agree that the ademantine items in the game or underwhealming, even if they are really good because of the immunity to criticals.
    1. seraphael
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      I agree, but the armour/shield is part of the same problem. The tutorial chest version should've been the one with buffed weapons, armors and shield, and the balanced one obtainable immersively only. That said, consider another mod that balances the weapons more to your liking, should be a matter of load order to resolve conflicts.
  2. kayra1234567
    kayra1234567
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    patch 7 compatible???
    1. msekiller64
      msekiller64
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      gonna say no
  3. XtraGedgnolf
    XtraGedgnolf
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    Hi! Is there any chance you can add a version with slightly weaker weapons? Like, +2 and only improved critical instead of also having the reroll? Ty!
  4. OCD08Boy
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    can you please add a version that makes these adamantine equipment a clothing type? i want to be able to use them with my monk please (without hindering unarmored defense)
  5. Sku11M0nkey
    Sku11M0nkey
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    I know this is a long shot but any chance you could add a Greatsword and/or a halbred to this so we can get some great weapon love?

    Also does this mod perchance overwrite the default scimitar damage?  I use a mod called "D8 Scimitars" to bring them in line with rapiers but unfortunately this mod overwrites the damage dice. (just for the adamantine scimitar tho... all other vanilla scimitars are still d8)   Any way you could do a compatability patch with that mod?

    EDIT:  I was able to use the git hub "export tool" in the BG3 modding discord to tweak the scimitar.  Would still like the halbred but I was able to tweak the longsword so that if you wield it with two hands it does 2d6 damage vs 1d10.  It's a bit of a hack but at least gives you a two-handed weapon option. 

    MIght be nice to have a version where you don't get the 3 extra ore...maybe just one instead.  These weapons are just so powerful with these changes that they kinda become the best in the game.  Like they crit like crazy especially if you have certain other items.  It's incredibly hard for me to justify using anything else.  I definitely think 1 extra ore from the golem is a good idea but 3 makes it way to easy to make your party overpowered and you kinda lose any need to grab any more loot. 
    1. WRCUno
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      i guess this didnt happen...i always wondered why they never had adamantine greatswords in the vanilla game...
  6. Gandalfsstick
    Gandalfsstick
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    the longsword is bugged for me, I only get a +2 to my damage and attack rolls and thats from my dex. 
    1. Eshelon
      Eshelon
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      Hi there.  The longsword isn't a finesse weapon so it cannot use dex.  So I'm guessing you have 8 or 9 STR and thus have -1 from STR and +3 from the weapon, giving you a total of +2.
  7. DeadSeraph777
    DeadSeraph777
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    Can we get UUID's to use with SE, please? 
    1. MagisterCultuum
      MagisterCultuum
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      UW_Boots_Adamantine's UUID = " "8b50b811-28ee-44c9-bc46-a89cae108ea7"
      UW_Gloves_Adamantine's UUID =" "a90779c3-019c-41c3-a5c1-a1f1be57bb61"
  8. zinwaz
    zinwaz
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    gloves and boots item id pls.
    1. dawn13245
      dawn13245
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      IDs?

      Not sure what you mean but here are what they're called in the files:
      UW_Boots_Adamantine
      UW_Gloves_Adamantine
    2. zinwaz
      zinwaz
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      i dont know either :D here is an example
      item UUIDs:
      "5427c806-5565-421f-a00f-a8282a9f504f",--ARM_Scalemail_Adamantine_A (Adamantine Scale Mail)
      i need the first part between the quotation marks to spawn them ingame using cheat engine
    3. MagisterCultuum
      MagisterCultuum
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      I just unpacked the files to find that 
      UW_Boots_Adamantine's UUID = " "8b50b811-28ee-44c9-bc46-a89cae108ea7"
      UW_Gloves_Adamantine's UUID =" "a90779c3-019c-41c3-a5c1-a1f1be57bb61"

      In the files the UUID field is called data "RootTemplate"

      It is a good practice to share the UUIDs for new items in the mod description so that those of us using Norbyte's BG3 Script Extender Console to get missed items don't also have to use the Modder's Multitool to unpack and then scour through the files to find the numbers ourselves. 

      https://www.nexusmods.com/baldursgate3/mods/3090?tab=description

      With the console window open you can (first press any key to enter the Lua console and then) copy and paste  TemplateAddTo("a90779c3-019c-41c3-a5c1-a1f1be57bb61", GetHostCharacter(), x) and then hit enter to give the selected player x copies of that item.

      (For some reason some items only give you one even if you use a larger number for x. I was thinking it was only for legendary items but when I just tested the boots and gloves using a 2 I only got 1 of each.) 
  9. sonicking9w5w7
    sonicking9w5w7
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    Does this mod still work with the most recent version of BG3?
  10. fingersofsalad
    fingersofsalad
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    Can you add the weapons to the tutorial chest? I can just skip the bugged as hell grym forge entirely. That forging process is ass