Hey everyone! I just wanted to quickly use this comment to note that I am indeed aware of the Gravity bug that has been bothering users for some time now, and I apologize for that. I have been pretty much entirely away from modding for some months, and will try to get a fix in on it if/when I get the chance.
Hey love this mod and it's become my De Facto subclass pick for Karlach as I've always loved the concept of Path of Fundamental Chaos, and playing it is just as fun as I expected.
I was wondering if this would be updated for patch 7 anytime soon? Thanks!
Love the mod, quickly becoming one of my fav barbarian subclasses. Just wanted to mention that the gravity effect seems to persist even after the rage/combat has ended and the Chaos Burst reaction seems a little inconsistent (sometimes it'll eat a charge but have no effect)
Entirely possible that these hiccups are unique to me, i do have like 60 mods installed rn but thought i'd mention just in case :)
I second the orbital decay persisting. It also TANKS my fps when selecting the character its focused on. The only way to get rid of it is to long rest seemingly.
Chaos burst is also wonky in my save, I have alot of mods though so it might be a conflict. Chaos burst will sometimes work normally, sometimes do nothing and sometimes hit a random target. It has hit an enemy far away, it has hit me etc.
I'm also having Orbital Decay persisting. I came here to see if it was just me, but I see it isn't. I love the sub-class, but it isn't usable as-in. Will happily go back once this is fixed.
Thanks for reporting this, everyone! I'll definitely look into these asap!
Chaos Burst acting strangely is not super surprising, because of the way it had to be implemented using Lua and SE, though I'll see if I can make it more robust.
Orbital Decay not falling off should definitely be solvable, and I can hopefully get that fix uploaded soon.
Hey, I think I've fixed the Temporal Decay bug not ending on battle or rage ending (It needs more testing, but seems its working fine now), can I get your permission to upload the fix? Obviously I'm not gonna do anything if you are still working on the mod but you made an amazing subclass and I'd hate to see it not getting the love it deserves.
Think you could send me it? I dont want to step on the mod makers toes but would LOVE to see the mod they wanted us to enjoy :) Plus its been a bit and Im not sire if they intend to work on it, last update was a day after the initial release
Just killed myself with the interrupt since, a bit funny but well :p I seems it could be unreliable when one inflict multiple instances of damage on hit.
The Gravity bug is actually easy to fix, there two missing lines : data "RemoveConditions" "StatusId('RAGE') or StatusId('SG_Rage')" data "RemoveEvents" "OnStatusRemoved" in the "NIT_FundamentalForce_OrbitalDecay_Boost" status boost (still need to rest if you have the status after a battle)
That worked, thanks! For those looking for slightly more explicit instructions, and because it took me a bit to figure out: - unpack the .pak file with the modding multitool, this will create a directory named after the .pak file. - in this directory, navigate to Public\FundamentalChaos\Stats\Generated\Data\Status_BOOST.txt - find the line "new entry "NIT_FundamentalForce_OrbitalDecay_Boost"" - in the block of text below, insert the lines given by MythalarSolidor above, I put them right after the ""data "OnTickFail"..." on line 108 - save the changes and close the text file - repackage the mod using the multitool to recreate a .pak file - voilà
Been having an issue where the subclass doesnt show up as an option at level 3, but from level 1, ive been getting the random effects of the rage. anyone else having this or a similar issue?
I am a regular tabletop player and an avid fan of homebrew, and I have to say this is REALLY good homebrew. It would be really nice if you updated this subclass with a 14th lv feature, not only for the benefit of users of the 13-20 mod, but also because I want to play this on the tabletop.
I think this is capped to lvl 10 because the character that uses fundamental chaos is from Critical Role C3, and there's no official lvl 14 feature since they haven't reach that lvl in the campaign yet so probably will receive an update later on
Oh, I actually don't watch critical role (I find the idea of watching _someone else_ play D&D about as appealing as the idea of watching _someone else_ eat fillet minion)
Hey, your last comment was in november and am just wondering if youre still wanting to continue this mod Ive been looking for a good "Cahotic" mod for Karlach but came up short til I saw this. Hoping for an update, would be fun to have her going wild. Shame the d100 wild magic doesnt work for her haha
Does this mod use only the default rage obtained on level 1? I been using Barbarian Enhanced. Adds some interesting stuff. It seems to remove default level 1 Rage. Some Berserker mods include their own Rage at Level 3. I suggest this one have a custom rage as well. Maybe even its own visual effects.
Amazing subclass. Love the rng aspect when you rage as it mixes up every combat encounter and how you approach them depending on which effect you get. If the bugs (orbital decay lasting until long rest and chaos burst sometimes not dealing damage) are fixed. Then this might just be the best subclass out there. Great work! Even with the bugs, just hoping they get fixed asap :D
Adding my experience to this of the Orbital Decay persisting after combat ends and requiring a long rest. If it gets updated I'll go back to it but I'm going to have to respec out for now unfortunately. Everything else about the class is awesome though!
38 comments
I was wondering if this would be updated for patch 7 anytime soon? Thanks!
Entirely possible that these hiccups are unique to me, i do have like 60 mods installed rn but thought i'd mention just in case :)
Chaos burst will sometimes work normally, sometimes do nothing and sometimes hit a random target. It has hit an enemy far away, it has hit me etc.
Chaos Burst acting strangely is not super surprising, because of the way it had to be implemented using Lua and SE, though I'll see if I can make it more robust.
Orbital Decay not falling off should definitely be solvable, and I can hopefully get that fix uploaded soon.
Cheers!
Plus its been a bit and Im not sire if they intend to work on it, last update was a day after the initial release
I seems it could be unreliable when one inflict multiple instances of damage on hit.
data "RemoveConditions" "StatusId('RAGE') or StatusId('SG_Rage')"
data "RemoveEvents" "OnStatusRemoved"
in the "NIT_FundamentalForce_OrbitalDecay_Boost" status boost (still need to rest if you have the status after a battle)
Chaos Burst is a harder one...
For those looking for slightly more explicit instructions, and because it took me a bit to figure out:
- unpack the .pak file with the modding multitool, this will create a directory named after the .pak file.
- in this directory, navigate to Public\FundamentalChaos\Stats\Generated\Data\Status_BOOST.txt
- find the line "new entry "NIT_FundamentalForce_OrbitalDecay_Boost""
- in the block of text below, insert the lines given by MythalarSolidor above, I put them right after the ""data "OnTickFail"..." on line 108
- save the changes and close the text file
- repackage the mod using the multitool to recreate a .pak file
- voilà
Ive been looking for a good "Cahotic" mod for Karlach but came up short til I saw this. Hoping for an update, would be fun to have her going wild.
Shame the d100 wild magic doesnt work for her haha
I been using Barbarian Enhanced. Adds some interesting stuff. It seems to remove default level 1 Rage.
Some Berserker mods include their own Rage at Level 3.
I suggest this one have a custom rage as well. Maybe even its own visual effects.