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Islander

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TheIslander91

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About this mod

Adjusts Hill Giant and Cloud Giant Elixirs to remove the ability to maximize Strength while setting it to 8 at stat selection.

Hill Giant -> +3 Str (No cap, max str with full stat and consumable investment = 27)

Cloud Giant -> +5 Str (No cap, max Str with full stat and consumable investment = 29)

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Adjusts Hill Giant and Cloud Giant Elixirs to remove the ability to maximize Strength while setting it to 8 at stat selection. 

Hill Giant -> +3 Str (No cap, max str with full stat and consumable investment = 27)
Cloud Giant -> +5 Str (No cap, max Str with full stat and consumable investment = 29)

This provides a small buff to both elixirs for those builds that invest fully into Strength, incentivizing doing so (as you have to for your other primary stat/stats), while removing the ability to dump Strength to 8 yet have it at the maximum amount for your entire playthrough.

There is no nerf to their availability at vendors, the rate will be the same as it is in your chosen gamemode (Honour mode 'supposedly' has the elixirs less frequently, specifically Cloud, but it seems minor), the only adjustment is to how they work.

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To anyone super purist about DnD rules and going to say these aren't how the items are in the tabletop version, cool, I'm aware. You also can't buy 15 of them in 1 long rest by simply leveling your party from level 2 -> 3 on the tabletop version, and Tavern Brawler isn't as absolutely broken OP as it is in Larian's homebrew, either. 

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If you have any mods that adjust consumables, and you know specifically adjust this consumable, load this after but otherwise there will no conflicts (it won't 'conflict' i.e break anything if you loaded it before, it just will have whatever changes the other mod has made).

Safe to uninstall at anytime.

I use BGMM, no idea how to use Vortex, but it is just a basic mod so I'd expect it to be a standard loading process, you don't need mod fixer or script extender to get this one to work.