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Cantahueso

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Cantahueso

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About this mod

It just removes the restriction with sneak attacks needing a finesse weapon.

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15 - 08 - 2023
READ FIRST: COMPATIBILITY ISSUES.


Looks like any other mod that modifies the Spell_Target.txt file is not compatible with this one, they will tend to overwrite each others content. I'm trying to discover how to edit only the 3 lines I need instead of needing the whole file.

Any help from more experienced modders is welcomed, either to give me some advice, or to pick this up themselves.


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17 - 08 - 2023

VERSION 1.1.0 RELEASED
A fellow nexus user (Rypere) helped me a lot. It's thanks to him that I can release this new version (1.1.0). I'll work on future versions that include unarmed combat.
You can now install it using BG3 mod manager. Please, give it a try now and let me know if you encounter some issues.
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18 - 08 - 2023
UNARMED EXPERIMENTAL VERSION RELEASED (0.2)
It uses a crab pinch icon and description as a placeholder, as I have  yet to discover how to add new ones. Also, it works while wielding a weapon too, a bug probably not too hard to fix. But I'm more interested on you guys testing it and giving me feedback about its basic functioning, since I haven't tried a monk build and I have very little time for testing, or even playing (I've just reached the underdark in the first act).



I'm a D&D 3.X veteran, and I was deeply disappointed when I realized that I couldn't make an effective fighter/rogue build without giving up my beloved greatswords. I understand the need to restrict builds to finesse weapons for the sake of game balance. However, it doesn't seem realistic to me. Whether wielding a hammer or a dagger, if I manage to distract my hobgoblin opponent, I believe I should be able to land a decisive blow with either. Recognizing this need, I crafted this mod and thought it would be nice to share with others.

There are 2 things to keep in mind for now. Due to the way sneak attacks work internally, right now there's no way that I can make spells or fists a suitable weapon for sneak attack. I might be able make the unarmed combat work in the future, but I for the touch spells - I don't think I'll be able to do it.

This is the first mod I've ever created, and so far, I haven't encountered any bugs. Currently, I can only provide manual installation support, as that's the method I'm familiar with.

Should anyone come across any issues or find anything wrong with the mod, please let me know. I'm a newbie at this.

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I haven't managed yet to make a version that includes both the normal animations for the finesse weapons and the others for the larger weapons. Somehow merging the 2 arrays of animation UUIDs doesn't work, but replacing does. If someone has some insight to offer, please contact me or write a comment.

HOW DOES IT WORK?

Within the game files, particularly in the "shared_data" pak there is a file located at "Public\Shared\Stats\Generated\Data" named "Spell_Target.txt". This file contains a substantial number of entries defining various types of attacks and spells.
This mod primarily modifies the entry labeled "Target_SneakAttack". Currently, only two aspects are adjusted:


  • data "RequirementConditions" "HasActionResource('SneakAttack_Charge',1,0,false,false,context.Source)"


In this entry, I removed the condition that previously required a finesse weapon to be in the main hand. Now, only a sneak attack charge is necessary.

For the animation replacer version:


data "SpellAnimation" "71369b20-18f1-4d33-89ad-a99b10f0444c,,;b590e52e-a453-470a-882a-13e13b6d1937,,;76578635-47f2-47d3-ab8f-5bd9bca88bf7,,;6748a2ec-fe1e-4aa4-ac27-570aedaba922,,;3b9da8d4-3eff-43bd-9eaa-1c13fba0045e,,;c609adf0-7a55-4094-b395-97e3d53f14cd,,;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,,"
data "DualWieldingSpellAnimation" "71369b20-18f1-4d33-89ad-a99b10f0444c,,;b590e52e-a453-470a-882a-13e13b6d1937,,;76578635-47f2-47d3-ab8f-5bd9bca88bf7,,;6748a2ec-fe1e-4aa4-ac27-570aedaba922,,;3b9da8d4-3eff-43bd-9eaa-1c13fba0045e,,;c609adf0-7a55-4094-b395-97e3d53f14cd,,;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,,"


In these two lines, the animations are defined using UUID arrays or maps. I simply replaced the original ones with the wrathful smite animations. Merging the animations was unsuccessful based on my attempts.

I don't aspire to become a pro modder,  and anyone is encouraged to refine or recreate this mod in a more optimized manner.