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  1. EthicalCrusader
    EthicalCrusader
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    Sticky
    Greetings all, thanks for checking out Lightbringer! I'll be unable to work on this for the next week or two due to work, but once I'm back I intend to finish my Honor Mode playtest and potentially revise Judgments based on all of the feedback and my findings. Catch you then!
    1. EthicalCrusader
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      Greetings again everyone, update 1.5 is out with some changes that should give Judgments some real juice, in addition to cleaning up Vengeance's Vow of Enmity. Please enjoy, and as always, your feedback is appreciated!
    2. Folund
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      Hello ! Thanks you a lot for the update, waiting for that for begin a new playtrough, just in case, is there any issue to use your mod with Unlocklevel curve ?
    3. Lokharte
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      v1.5 Feedback
      - Praise - Great change to Vengeance's Vow of Enmity (bonus damage = CHA modifier), much more mathematically appropriate.
      - Bug(?) - Getting Description Not Found for Holy Rebuke (investigating whether it's just my load order)
    4. Folund
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      Hello, got the same bug, no description.
    5. EthicalCrusader
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      I'll look into it tomorrow night, should have a fix out in fairly short order.
    6. EthicalCrusader
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      Description bugs (as far as I'm aware) have been fixed, as well as Holy Might applying bonus radiant damage anymore. Please let me know if anything else comes up! Additionally, I'm working on a Holy Avenger mod that's been in the works for a couple months now, complete with custom models and an upgrade system, so please stay tuned for that if you're interested!
    7. Lokharte
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      .
    8. EthicalCrusader
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      Hello once more. Version 1.6 is out, featuring a reintroduction of Divine Sense, multiple sound effect bug fixes, and a few light nerfs. Additionally, the compatibility section has been updated and clarified, so please check that out if you have any lingering questions. Thanks for stopping by!
    9. TheDesertFox36
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      v1.6 Feedback
      I couldn't help but notice that the recent update removes Paladin's 2nd channel oath charge at level 7. I understand the stated reason for this in the channel log was that it was considered to de-value Vengeance's Relentless Avenger ability. However, even with all subclasses having 2 channel oath charges, I would argue that Oath of Vengeance still stands out among all of them by having a way to regain a channel oath charge (via Relentless Avenger). Additionally, I really liked the original idea of giving paladins 2 channel oath charges, because that made it equal to Cleric having 2 channel divinity charges. It always bothered me that in the vanilla game, Paladins realistically could only use 1 channel oath power in combat, whereas Clerics had the ability to use up to 2 channel divinity powers in combat. I really liked being able to use both of Paladin's channel oath powers in combat thanks to this mod. I am honestly disappointed that you decided to revert this Paladin feature back to what was arguably a worse gameplay mechanic in the vanilla game. Is there any chance that you might consider re-adding the 2nd channel oath charge?

      Also, I don't understand the decision to reduce Nature's Wrath targets from 3 to 2 but I am mostly indifferent to it. 

      Now enough of my complaining, I do also have some praise. I really like the decision to change frightened so that it doesn't require a wisdom saving throw to end the effect. For my Vengeance build, I always dump Dexterity to put more points into Strength and Constitution. By doing this, my Tav usually goes near the end of the turn, so frightening enemies gave them a higher chance of breaking the effect before it could be useful, so I like the change. 

      I also have one last question. I left a previous comment about how killing an enemy affected by Vow of Enmity with a divine smite doesn't seem to trigger Relentless Avenger. Has this issue been fixed in the recent update? 
    10. EthicalCrusader
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      That particular interaction has not been fixed, primarily because I'm not sure how I would now that I've looked into it. The code is set up to proc on "KillingBlow," which I guess doesn't include Divine Smite. However, I don't know of another way to do it, which brings me to my next thought...

      If I were to give Paladin 2 channel oath charges again, I would likely remove the charge refund on Relentless Avenger. I don't like how these two ideas sit together and in my eyes it's one or the other. I went with Relentless Avenger because I thought it was more important to Vengeance's fantasy than the 2 charges are to Paladin as a whole, and Paladin having fewer uses than Cleric doesn't feel terribly wrong to me because Paladin isn't meant to be casting as much, and there's still an item or two that restores a use. I'm yet unsure as to which choice is the ideal outcome.

      That said, I'll be thinking about it and potentially changing this as needed, same as the Nature's Wrath nerf.
  2. insaneglitchxd
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    Hello there, I absolutely love your mod. I have 1 favor to ask of thee, ( no it isn't about mortal lives ), could you perhaps make a version with divine smite interrupts back online? If not, would you be kind enough to tell me where I can physically fix it myself for my personal use? Cheers. 

    Note: I am familiar with unpaking and paking mods and navigating files, just want to know where this can be fixed.
    1. Kplus8
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      to quote an earlier post from the author



      • C) I couldn't get the new Judgments to interact properly with the Divine Smite interrupts due to how they're coded; even vanilla code designed to account for interrupt Smite doesn't work properly. So I decided it was best to just cut it altogether, because I like Judgments more than interrupts when forced to choose one or the other.
      So the most likely solution would be to just remove all of the Smite changes the mod makes at all, or at the very least all of the smite variants.
  3. SNKNOOB
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    Hello there, is this mod dead ? 
    if so i could you change the oath of the crown subclass to have new spells and stuff 
    1. Mueffel
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      pretty much dead
      still works on Patch 8 though, besides the new subclass not showing up on the level up screen

      EDIT:
      Thanks to the help of Seasonstay on how to fix this mod for Patch 8:

      UNPACK YOUR MOD:
      1) download BG3 multitool here and open bg3-modders-multitool.exe
      2) drag&drop Lightbringer- A Paladin Overhaul.pak into the "drop mod workspace folder or a mod .pak here" area
      3) within the "UnpackedMods" folder (where you installed your BG3 multitool) you can now find the unpacked mod
      ADD A FEW LINES IN THE PROGRESSIONS.LSX:
      4) head to the following folder and open up progressions.lsx with any txt file editor:
        ..\bg3-modders-multitool\UnpackedMods\Lightbringer- A Paladin Overhaul\Public\Lightbringer- A Paladin Overhaul\Progressions\Progressions.lsx
      5) add the highlighted lines in the progressions.lsx and then save&close
      <children>
                              <node id="SubClasses">
                                  <children>
                                      <node id="SubClass">
                                          <attribute id="Object" type="guid" value="b36d247e-d39f-4ae9-9476-3ec315c55789"/>
                                      </node>
                                      <node id="SubClass">
                                          <attribute id="Object" type="guid" value="1c761ad0-6f5f-409e-ac1d-ddf6f85c1fc4"/>
                                      </node>
                                      <node id="SubClass">
                                          <attribute id="Object" type="guid" value="3cc3d397-c47d-4966-87ae-88827f73f645"/>
                                      </node>
                                      <node id="SubClass">
                                          <attribute id="Object" type="guid" value="eaad98ec-026b-429e-aa24-8274dfd1ecb7"/>
                                      </node>

                                  </children>
                              </node>
      </children>
      RE-PACK YOUR MOD:
      6) head back to this folder:
      ..\bg3-modders-multitool\UnpackedMods
      and drag&drop the folder "Lightbringer- A Paladin Overhaul" back into the area in the BG3 mutlitool
      your edited file will be re-packed into a .pak file again
      7) Enjoy Lightbringer - A Paladin Overhaul on Patch 8 as "Oath of the Crown" <3
       
  4. Bearemy
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    This mod still works on Patch 8. However, it will hide the option to choose Oath of the Crown in the Character Creator while this mod is enabled. Disable the mod when speccing and respeccing into Crown Paladin, and then re-enable it once you've changed into Oath of the Crown.
    1. Mueffel
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      i was just about to post that the new subclass isnt showing up haha
      thanks for the workaround!

      i wish we could get an update for this mod on Patch 8, by far the best paladin mod out there!
    2. SeasonStay
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      If you know how to pack and unpack let me know i can point out where to update.

      Or if author allow it i can post an updated version (unlikely to get a response here tbh).
    3. Bearemy
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       I do know how to pack and unpack mods on my own, so some advice on how to update the mod manually would be great!
    4. Mueffel
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      oh that would be great! im not a modder myself but packing/unpacking .paks and just changing some lines is easy
      would be much appreciated to get some tips on how to make Oath of the Crown show up while this mod is active

      optionally you could just post an updated version in the comments and the author can just take it down once he decides to come back and update this incredible mod <3
      thank you in advance!
  5. jadynkarn
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    does this still work with current version of the game?
  6. Damtee
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    hello I don't know if you want to update the mod yet or if you abandoned it but if you are still updating I think a good idea would be to change the divine smite and the impress divine smite from oathbreaker to necrotic, would follow the footprint of a corrupted paladin more focused on death and "darkness" anyway I have no plans to jam the mod thank you even so I'm having fun with it for hours.
    1. TheDesertFox36
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      Unholy Smite - Empowering Oathbreakers (And Other Paladin Subclasses) at Baldur's Gate 3 Nexus - Mods and community
      This is an option you can try.

      For immersive roleplaying purposes, I recommend challenging yourself not to use any of the Paladin's smites or spells that you would normally get as an oathkeeper Paladin. It only makes sense that if you break your oath and lose all of your divine magic that you wouldn't have access to those powers anymore, even though you still keep them in game.

      I also recommend using a mod that enables your Paladin to choose a deity that they swear their oath to. Like this one: Paladins Deity at Baldur's Gate 3 Nexus - Mods and community
      If your Paladin breaks their oath, it's a sin against their patron deity. In order to atone and retake their oath, consider traveling on a pilgrimage to Stormshore Tabernacle in Baldur's Gate and pray to the Paladin's patron deity for their blessing. Then and only then go and pay the Oathbreaker Knight to retake your oath. This is what I did with my redemption arc oathbreaker Tav who was sworn to Corellon Larethian. It made the loss of his grace and divine power weigh even heavier. And it makes retaking the oath even more meaningful and fulfilling. If this was a tabletop 5e campaign, the DM would likely require the player to do something similar. 

      Of course, you don't have to do any of that, it's just some roleplaying ideas. 
  7. PonyTailSama
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    Can I use this with paladin unleashed
  8. marasigan25
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    DOES THIS MOD WORK TOGETHER WITH PALADIN UNLEASHED? 
    1. takadoxhunter
      takadoxhunter
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      NO!
  9. Kyuiri
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    I don't think this mod works anymore for Patch 7. The new Channel Divinity skill you get come up as "Not Found". I had other Paladin related mods installed (Unholy Divine Smite as I'm running Laezel as Oathbreaker), Beyond Divine Smite and 2 Subclass mods. But I ran ALL of this together in Patch 6 and had no issues. 
    1. TheDesertFox36
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      Which Channel Oath power are you having a problem with? Likely you just have a mod conflict in your load order. I'm currently using this mod on Patch 7, and it works fine, though I've only test it with Oath of Vengeance subclass. 
  10. Droitzel
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    Where is 1.8?
  11. DecShep
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    This mod is amazing. I was trying to get Ranged Smites and yours is the only one that works! I do wish there was a way to apply it to the Swords Bard Flourish skills but oh well cant have everything!

    Slight question though. I noticed the Ranged Smites, I'm only at level 4 Paladin, but the Level 1 Ranged Smite is showing 29-52 damage, but the Level 2 spell slot Ranged Smite is 3-18 damage. Havent used it in combat yet but was curious why that is.