Turns out there was a bug in the Patch 8 Swashbuckler's Panace feature that was breaking my Swashbuckler's Fancy Footwork. Fixed in 1.4.17. Thanks for reporting it.
I don't know what you mean by what's currently used. It's from Unearthed Arcana 6 for the 2024 rules, as mentioned in the name and description.
I had an issue with this mod where, when using Swashbucklers' ranged Rakish Sneak Attack, it would apply sneak attack twice. Removing this mod fixed the issue.
Took me a moment to realize what you meant here, but I take it you're using Patch 8's Swashbuckler rather than mine, along with Cunning Strike(?)
The game's Rakish Sneak Attack reaction can trigger off the Rakish Sneak Attack spell without any of my mods being installed. I just tested it with no gameplay-affecting mods installed at all. You might not notice it happening since the reaction triggers automatically if there's only one available - which is typically the case if you're not using this mod.
It seems the game doesn't deduct the sneak attack charge cost for the spell until after the reaction has already used the same charge. This has been the case since release, and several of the reactions in the game contain workarounds for it, that work to varying degrees. The reactions added in this mod also contains workarounds, but I hadn't thought to check for new Sneak Attack spells being added in the patch, so hadn't updated them.
I can fix my reactions so they don't allow double sneak attacks for Patch 8 Swashbucklers, but I won't be fixing the Patch 8 Swashbuckler reactions - you should just disable those if using Cunning Strike. My reactions have Rakish Audacity handling built-in, which now handles the Patch 8 Swashbuckler's Rakish Audacity as well as mine.
Does this work if installed mid game? I installed just the cunning strike file, and have impui, but it doesn't seem to be working for me. Only other mods I have currently are character heads/hairs and better hotbar et all
This mod is great. I have two questions, if it's no bother:
Is there any chance you implement the Improved Cunning Strike added in PHB2024? It works the exact same as your Cunning Strike except it lets you add two effects instead of one, paying the die cost of each effect.
I'm curious, how did you implement Steady Aim that it would break the game if uninstalled?
1. BG3 won't let you pick more than one interrupt (the things the UI calls reactions). There would have to be a list of every possible combination, which... no, I'm not going to do that.
2. In the most obvious way possible. It doesn't break things any more than any other mod that adds class skills, but there was a period of several months around release where users were constantly complaining that their game was broken after uninstalling mods while trying to play characters actively using those same mods. The main file is unusually "uninstallable" because the game doesn't crash when an interrupt is missing as it does for many other things.
If it weren't for the incessant whining about uninstalls breaking saves I'd probably have released another 5 or so mods.
Another way to implement the improved Cunning Strike functionality is by providing Cunning Strike as a spell container, so that you can select one Cunning Strike and then use a reaction to trigger the other.
Or is it possible to provide a spell container in the re-trigger slot (I don't know what it is called specifically, it is the slot used to recast Hunter's Mark, etc.) after using Cunning Strike. Select the additional Cunning Attack that needs to be triggered and then remove it?
The former seems to be relatively convenient to implement, but I don't know if the latter can be implemented.I wonder if you are considering using this method?
Will you/can you (please) implementing the Cunning Strike options (Daze, Knock Out, Obscure) that Rogue gets with Level 14: Devious strikes?
Can we have an option to activate cunning strikes from the hotbar? It would be nice and much more flavorful imo to have cunning strike as a container spell with all of it's options so that players don't have to rely on the interrupts. Might just be personal taste here, but BG3 can easily get really bogged down with interrupts, and I prefer just clicking on sneak attack instead of using a normal melee attack and taking the damage on reaction. Cooler, more flavorful animation(s) and smoother to use in combat.
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And what are the differences?
1st question wondering on the Swashbuckler* if parrying stance is whats currently used on tabletop?
2nd question: Ive used every type of attack possible and fancy footwork never seems to work. Is there something I misread in your description?
thx in advance bro
Fixed in 1.4.17. Thanks for reporting it.
I don't know what you mean by what's currently used. It's from Unearthed Arcana 6 for the 2024 rules, as mentioned in the name and description.
The game's Rakish Sneak Attack reaction can trigger off the Rakish Sneak Attack spell without any of my mods being installed. I just tested it with no gameplay-affecting mods installed at all. You might not notice it happening since the reaction triggers automatically if there's only one available - which is typically the case if you're not using this mod.
It seems the game doesn't deduct the sneak attack charge cost for the spell until after the reaction has already used the same charge. This has been the case since release, and several of the reactions in the game contain workarounds for it, that work to varying degrees. The reactions added in this mod also contains workarounds, but I hadn't thought to check for new Sneak Attack spells being added in the patch, so hadn't updated them.
I can fix my reactions so they don't allow double sneak attacks for Patch 8 Swashbucklers, but I won't be fixing the Patch 8 Swashbuckler reactions - you should just disable those if using Cunning Strike. My reactions have Rakish Audacity handling built-in, which now handles the Patch 8 Swashbuckler's Rakish Audacity as well as mine.
Edit: Fixed in 1.5.16.
2. In the most obvious way possible. It doesn't break things any more than any other mod that adds class skills, but there was a period of several months around release where users were constantly complaining that their game was broken after uninstalling mods while trying to play characters actively using those same mods. The main file is unusually "uninstallable" because the game doesn't crash when an interrupt is missing as it does for many other things.
If it weren't for the incessant whining about uninstalls breaking saves I'd probably have released another 5 or so mods.
Or is it possible to provide a spell container in the re-trigger slot (I don't know what it is called specifically, it is the slot used to recast Hunter's Mark, etc.) after using Cunning Strike. Select the additional Cunning Attack that needs to be triggered and then remove it?
The former seems to be relatively convenient to implement, but I don't know if the latter can be implemented.I wonder if you are considering using this method?