About this mod
Fixes the Shadow Blade passive on the Knife of the Undermountain King and the Shadow Blade itself to gain advantage if obscured. (The passive previously had no effect at all.)
- Permissions and credits
- Changelogs
This mod is also compatible with the spell of the same name from 5e Spells. Should you use 5e Spells, this fix needs to be below it (higher number) in the load order to take effect!

In addition, this mod changes the Shadow Blade rarity to Very Rare for that thematically fitting purple look. It also removes the equip cost. If you are dual wielding or use a shield, you now can cast Shadow Blade and move the created weapon from your off-hand slot to your main hand without having to waste an action if you wish. This is mechanically how it would work for 5e tabletop as well and how I feel it should work in Baldur's Gate to remove some annoying friction this spell previously had.
Because of how I implemented this fix for the Knife of the Undermountain King, it will only work on new saves and saves that have not yet entered the Mountain Pass. It might still work if you have not entered the Creche were it's sold yet.
The Reason: To work only with the actual weapon the passive is attached to and not give blanket advantage for spells, ranged and off-hand attacks, the weapon itself needs to have a status to check against. This status is only applied when the weapon is "created", hence it only works if it hasn't spawned in yet.
To go around this limitation for existing saves, you could spawn it in manually and exchange your existing copy of the weapon.
The Script Extender Command:
Osi.TemplateAddTo("025e162a-45ec-4f4c-89da-04d8e8dfe606", GetHostCharacter(), 1, 1);
Thanks to Pyr0blad3 for that one!
Should you encounter any issues, notify me and I will try to fix them.