changed from version B to A, but in game still uses bonus action. description page says i can just change between versions. i tried saving without shield equipped than reloading, also tried a new game and still bonus action cost instead of action, also tried with one of your other mods shields and vanilla shields as well. just FYI
edit: i do have this mod above all your armor and weapon mods, if that matters
any reason this wouldnt work? i respecced wyll as figther than 2 levels in warlock and using a vanilla shield it wont add to his bar. same shield on another char it works tho. i dont have anything that directly changes wyll but i do have other mods, but this is first time ive seen it not work. he has a versatile weapon equipped but even taking that off and it wont work for him, so its got to be him id but idk. he has shield proficency in his list if that matters. (using bonus action version)
ty for the mod, its nice to have something proactive to do with my shield. i don't fully understand the dc of this vs a regular shove if you could explain please? im seeing in the combat log of my druid with +3 wisdom using that instead of STR and a prof bonus of +3 as well, and my fighter showing a just a +3prof and nothing else, but the numbers add up to what it would be with str added, so maybe its just the combat log not showing correct. just trying to figure out if this shove is better for someone with a shield and decent str to use instead of the base game hand shove ty have good day
ok, so the +3 im seeing from wisdom on my cleric is not being added to the dc? so a char with higher str should have easier time than another with lower str, correct, and would that be better than just the hand shove? im gonna use this either way just for the prone skill, but im just wanting to see if im understanding the dc stuff right
my 21str char is getting a 16 (dc8+5Str+3Prof) which is correct, but 2 other chars with only 10str are showing 14 (8dc+0Str+3Prof) for the total dc. the combat log is showing +3 wisdom which reaches the 14 roll they are getting, but i know u said only the total matters coz combat log shows incorrect, just trying to understand why their number is to high.
ok, both those chars have 16 dex, so like u said the combat log is showing wrong as wisdom instead. so 14 and 16 is correct as +3 and +5 everything else being equal. sry for the bother
No, that will double the number of files to keep update, remove the skill versatility that is intended and create isssues with the shields on my weapons/armors mod that use this ability.
If you don't like one of the options, just don't use it.
This mod is really great, but there's something buggy with the shield bash icon. I like to arrange my own action bars, but the icon does not stay where I put it. Every time I load a save, it will pop up in a different slot as a newly added skill. Is it possible to fix this?
I really liked your Mod, it made my game better, as I'm a fan of shields. However, I would like to request that, if possible, add damage to this shield bash, as I tested it once and it only gave the effects, which is also wonderful. Do you currently believe it would be possible?
Hey, I really like your mod, been looking for something like this, thanks
and seeing the other mods/overhauls for shields are completely outdated(and misunderstood) I will request it here as I want shields to be an actuallly viable option in my modded playthrough and not just something that is only used by my ranged character in case i haven't yet found a light weapon that increases their crit range among other nice attack buffs you can get for just having an extra weapon in your belt(and my modding skills are nill/void/none)
Ideas 1. Sort shields into catagories like light/medium/heavy (just like armor) 2. The bigger/heavier a shield is the higher flat bonus to armor class they give and maybe even a small bonus to damage reduction, like base 2 ac/1 dr +1 per catagory above first(the damage reuction should if possible only work against attacks involving an attack roll) 3. For medium/heavy maybe a movement speed penalty if you don't have the medium/heavy armor master feat. 4. Also if possible make heavier shields require medium/heavy armor profficiency.
all shields could get the following 2 reaction options against any attack that involves an attack roll 1. Reaction Blocking - the bigger/heavier a shield is the more damage you can block with your reaction, something like a dice based on shield size like d6 per catagory above first + profficiency + strength modifier. (this will let you use your reaction in a meaningful way to actually block a big hit each turn instead of just a small readuction in damage with something that makes you more vunerable the rest of the time) 2. Reaction Deflect - the lighter the shield the easier it should be to deflect an attack, formular something like use reaction to add profficiency + dexterity modifier to ac, reduced by 1 or 2 for each catagory of shield size above first.
to make it even more interresting you could incorporate stuff like Shield Bash costing an action, but with the Shield Master feat allowing you to Shield Bash as a bonus action doing something like 1d4 per size catagory + strength modifier(maybe even let light shields count as finesse weapons to using dexterity for damage). maybe with a penalty to the attack roll of -1 per size catagory. or like spend your bonus action to ready a block/deflect giving you an extra reaction that can only be used with the shield.
Funny, some of the things that you propose like shield categories and damage reduction on reaction I have been actually testing/thinking for shields for my weaponry series (this mod is in fact a cut from it, as it can be easy implement for all shields).
That big overhaul is out of the scope of this mod, but once I finish my mod with new shields it will be easy to apply the modifications to base game shields too if people have interest on it.
heh, when you said weaponry series I had to check out what you meant, turns out i'm already using all your mods. Nice work, not often you can find weapon mods that are actually both good and not unbalanced. Looking forward to seeing, and trying out what you come up with for the shields. About to start a new playthrough as a dark paladin and was planning on going sword n board, so definately gonna test out this shield mod for that.
Can't say for sure when I have a shield mod finished, but the next one will have a sneak peek of them in the form of a couple of shields, with no all mechanics I'll like on it but hopefully still fun to play with.
42 comments
-Remove melee weapon requirement.
-Internal changes for interaction with shields in weaponry mods series.
edit: i do have this mod above all your armor and weapon mods, if that matters
any help is appreciated thx
edit: just as u said, works now, tyvm again
i don't fully understand the dc of this vs a regular shove if you could explain please? im seeing in the combat log of my druid with +3 wisdom using that instead of STR and a prof bonus of +3 as well, and my fighter showing a just a +3prof and nothing else, but the numbers add up to what it would be with str added, so maybe its just the combat log not showing correct. just trying to figure out if this shove is better for someone with a shield and decent str to use instead of the base game hand shove
ty have good day
DC in combat log is bugged for many of them, only the final number is correct. That is a game issue and have nothing to do with the mod.
As description said it use base game manouversave DC, like all other base game weapon actions, wich is 8 + proficiency + best of STR/DEX
ty
just fyi
The game will automatically pick up the higher bonus of str/Dex
It's just a normal manouver save from the base game, just the same as any weapon action has.
If you don't like one of the options, just don't use it.
I may change some code to see if it works, but no promises
Rebalance feats have a damaging shield bash skill, tied to shield master feat if you want to try.
and seeing the other mods/overhauls for shields are completely outdated(and misunderstood) I will request it here as I want shields to be an actuallly viable option in my modded playthrough and not just something that is only used by my ranged character in case i haven't yet found a light weapon that increases their crit range among other nice attack buffs you can get for just having an extra weapon in your belt(and my modding skills are nill/void/none)
Ideas
1. Sort shields into catagories like light/medium/heavy (just like armor)
2. The bigger/heavier a shield is the higher flat bonus to armor class they give and maybe even a small bonus to damage reduction, like base 2 ac/1 dr +1 per catagory above first(the damage reuction should if possible only work against attacks involving an attack roll)
3. For medium/heavy maybe a movement speed penalty if you don't have the medium/heavy armor master feat.
4. Also if possible make heavier shields require medium/heavy armor profficiency.
all shields could get the following 2 reaction options against any attack that involves an attack roll
1. Reaction Blocking - the bigger/heavier a shield is the more damage you can block with your reaction, something like a dice based on shield size like d6 per catagory above first + profficiency + strength modifier. (this will let you use your reaction in a meaningful way to actually block a big hit each turn instead of just a small readuction in damage with something that makes you more vunerable the rest of the time)
2. Reaction Deflect - the lighter the shield the easier it should be to deflect an attack, formular something like use reaction to add profficiency + dexterity modifier to ac, reduced by 1 or 2 for each catagory of shield size above first.
to make it even more interresting you could incorporate stuff like Shield Bash costing an action, but with the Shield Master feat allowing you to Shield Bash as a bonus action doing something like 1d4 per size catagory + strength modifier(maybe even let light shields count as finesse weapons to using dexterity for damage). maybe with a penalty to the attack roll of -1 per size catagory.
or like spend your bonus action to ready a block/deflect giving you an extra reaction that can only be used with the shield.
Hope you will consider my ideas, thanks
Funny, some of the things that you propose like shield categories and damage reduction on reaction I have been actually testing/thinking for shields for my weaponry series (this mod is in fact a cut from it, as it can be easy implement for all shields).
That big overhaul is out of the scope of this mod, but once I finish my mod with new shields it will be easy to apply the modifications to base game shields too if people have interest on it.
Can't say for sure when I have a shield mod finished, but the next one will have a sneak peek of them in the form of a couple of shields, with no all mechanics I'll like on it but hopefully still fun to play with.
Using Sentinel class....