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CovelissLyvain

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CovelissLyvain

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  1. CovelissLyvain
    CovelissLyvain
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    MOD UPDATE (12/11/2024):

    Hi, folks! Bringing anyone who is interested an update on my ongoing work on this mod. I know my work has been slow-going compared to other mod creators, and I'm so thankful for the patience and support of the BG3 modding community.

    As of right now, my main objectives for the mod are:
    1) Bringing the existing class and subclasses up to Level 20,
    2) Adding the Sanguine Knight and Hellspeaker subclasses (up to Level 20, as well),
    3) Re-tooling the "Baleful Interdict" feature to better reflect how the class was intended to play (e.g. allowing the placing of more than one seal at a time & being able to have seals on multiple creatures simultaneously), and
    4) Adding custom VFX (e.g. no more copy-paste "Hunter's Mark" effect for "Baleful Interdict")

    I'm bouncing back and forth between these main objectives all the time, since creating a feature for the class/subclasses will often require thinking about how it'll be affected by the re-tooling of "Baleful Interdict", or a new higher-level feature will force me to go back and change something about how I originally balanced the class when it was intended for only Levels 1 - 12, or creating a new spell/ability will shunt me down a VFX rabbit hole. Because of this, there's no set order in which these objectives will be finished, as they are so often intertwined.

    I'll admit, getting "Baleful Interdict" to act more like the tabletop version is really throwing me for a loop. Once you start applying multiple seals, you start increasing the number of Interrupts or Passives you need to determine how many seals you want to burn at any time. There's also the difficulty in ensuring things don't get further out of hand if more than one Illrigger is in the party. If one Illrigger has seven separate possible Interrupts popping up asking if you want to burn 1, 2, 3 ... 7 seals on a creature, having two Illriggers doubles that to fourteen Interrupts popping when one creature with seven seals is hit. Now imagine two creatures have seven seals and are hit with a Fireball spell. So. Many. Interrupts. Then, of course, there's still the issue of one Illrigger burning a different Illrigger's seals (which, RAW, shouldn't be allowed). So..."Baleful Interdict" is a Hells of a beast.

    I don't say any of the above to complain or beg for pity; I just want to give a glimpse into what I'm planning but also struggling with so as to manage expectations. I'm going to keep working on the mod until I'm satisfied. I've also been working on modding the Sorcerer class with the changes made in 5e24 (because Sorcerer is my favorite class), so hopefully y'all will see other projects from me, as well.

    Happy holidays and other good tidings at this time of year! Leave any comments, thoughts, likes, dislikes, etc... below. I check the mod page on a regular basis.
    1. DianPix
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      If you would be so willing, would you give a rough percentage of what you feel you have done so far of these? It just gets hard waiting for so long without and information or feedback (which is infact what you have just done but im just silly like that)
  2. Brandenbouchard1
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    i look at this page everyday and get broken hearted for no update lmaooo
    1. Apius
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      same
    2. MythalarSolidor
      MythalarSolidor
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      Hope it could be updated with patch 8 so all the goodies at the same time !

      Still one of my (Karlach's) favourite
    3. Joniscool94
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      that's why I'm here
  3. Todeskohl
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    Does the "Swift Retribution" passive work with polearm master's opportunity attack?
    Just wondering b/c the Illrigger book says "When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction" while your version says it triggers off an enemy leaving your range

    I was thinking about making a build using Polearm Master, Brutal combat mastery, and Swift Retribution. So, push them 5 feet away with a free polearm master opportunity attack, and hit them again using my reaction when they step back into my reach.
  4. Bourbylon
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    Currently working for me on Patch 7. Imported it into BG3 Mod Manager (not in-game manager), started a new save. Everything seems to be working, including upon level up. No custom class icon, but that doesn't particularly matter.
    1. CovelissLyvain
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      Thanks so much for letting me know! I've been so distracted wrapping my head around the new mod tools that I haven't really remembered to run any testing. Glad to hear it's at least working for folks at the start! 
    2. DemonEyesZero
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      yeah its working but i miss the icons for it :(
    3. Brandenbouchard1
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      hey dont mean to be a pain but any update? I would love to play this class in its entirety =)
    4. DemonEyesZero
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      Same and will this get a full lvl 20 in the future?
    5. sca285
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      I did wait too long for this mod getting icons fixed so I did an unofficial fixed on the class/subclasses icon for patch 7 :

      Here it is : https://drive.google.com/file/d/1R5gzvl5q1430CAAH5OJBlGBz4Vzlrlp8/view?usp=drive_link

      I fixed nothing but the icons only. Sorry for touching this mod without your permission, CovelissLyvain. I'll take it down if you request 
  5. firesparq
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    Very keen to try this once the new update is out. Any ETA on that? I've seen your post, and have periodically been popping in to see if there was an update or not :D
  6. Apius
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    Awesome mod great UI integration and the class is super fun. Hope you update this, I would really love to se Sanguine knight added,
  7. Iconking
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    So I have no experience modding this game, but would it not be possible to reduce the amount of interrupts by having the damage be:
    a multilevel spell, consuming instead of spellslots a hidden resource gained when applying the baleful,
    being able to be cast by party members as an interrupt, only triggering when damaging a marked creature.
    The issue then would be that marking a creature seven times, and another creature one time, you could trigger seven seals on either of them. If there is a way to circumvent this, like say the enemy gains the resource used to fuel the spell, the party only triggers it, this would make for functional seals where you choose how many to trigger, instead of each triggering seperately.
    Edit: Or what about gaining the hidden resource based on seal stacks when damaging the enemy, then triggering the interrupt to cast the spell with a choice of level, then losing all unspent resource and purging that many seal stacks... backseat modding is fun.
  8. Mobabo
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    Honestly such a fun mod. You implemented the abilities of the Illrigger really well. I NEED the sanguine knight added. I’d honestly pay money for this mod if that was added.
  9. LydianWitch
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    I am so happy I get to play this absolutely wonderful class in BG3, what I have seen so far of your implementation is great (though I have only briefly tested it for now). I was a little disappointed when I saw that I can only have one seal active, but by no means does it ruin my fun. I will say that a side effect I would appreciate a fix for unless multiple seals is around the corner is the fact that a 10 round non-removable seal that prevents me from placing a new one leaves a lot of room for accidentally putting down a seal on the wrong character and then be unable to place another until I can burn it, which can be annoying. I would also enjoy the convenience of being able to manage seals like smites, with a toggle and a reaction box on hit to apply, but that would be a luxury.

    Either way thanks a lot for the work you've put into this, I can't wait to explore more of how the illrigger works in bg3
  10. Aerrus
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    Not sure why but any time I put this mod into my load order it stops every mod from working, anyone else had this issue?
  11. Baldurscrolls3
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    I noticed that with a mod to increase level cap the Illrigger has unique boons available at level 13 but then the game crashes if you take it. was there originally meant to be more than twelve levels to this class.

    Edit never mind my game is crashing at level 12.