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15 comments

  1. sumitox
    sumitox
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    Hello
    English is not my native language, and sometimes it is difficult for me to understand some things, I apologize in advance if I say something stupid.

    This mod adds an extra offhand attack when performing a main-hand attack, with a penalty to hit chance and without losing a bonus attack, with or without Dual Wielder feat, is that correct?
    I haven't used the TumblingLemmings BDW mod (in fact, this is going to be my first run with mods), so it's a bit difficult for me to understand.
    I would also like to know if this mod is compatible with the custom Artificer class
    Thank you
  2. premier666
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    To even use non-light weapons, you need to spend one of your very few feats, so making them also have a -1 penalty over light weapons is silly. You're already penalized by wasting a feat.
    If I just download the (-2 only) version, will I just get a universal -2 without any extra penalties for non-light stuff?
  3. WolfoftheGang
    WolfoftheGang
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    Hi! Could we get a version that looks like this: 

    Light: -1
    Non-light: -3

    Thanks in advance!
  4. genderwithyourmom
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    Hi, thank you so much for you work! Dual Wielding Overhaul has been a stay in my mod list in forever, but this is simply just a way more elegant soloution, thank you! Very clever <3 Already enjoying it a lot.

    I was wondering if it would be possible with a version that either gave the normal bonus action (the vanilla off-hand that costs a normal bonus action) a minus -3/4  (for light/non-light) attacks or simply a version that makes off-hand attacks a minus a -3/-4 (for light/non-light) if the other is too difficult.
    I play a very heavily modded order, and it is frankly a little too easy to get too many damage riders that make the accuracy penalty too insignificant when you consider all the bonus damage.

    Right now I use the old module from the original mod that makes the offhand attack cost too bonus actions, and while that works wonderfuly, I think either soloution above would feel more in line with the normal flow of the game.

    Regardless, thanks you so much!
    1. ForgottenGod
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      I have added variants increasing the debuffs to hit as well as an optional file to make offhand attacks have a -1 to hit.

      Hopefully this is able to address what you were looking for. The optional File will work WITHOUT the main mod.
    2. genderwithyourmom
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      Hi, you are such a doll for attempting this. I'm playing with a rather heavy modload so maybe it's my bad, but I'm afraid the -1 module doesn't work exactly like I would hope for.

      Currently both the 'Dual Wielding Rules' and 'Off-Hand Rules' are active on both my tav and enemy characters. Using two light weapons, what I would have hoped for was that the minus accuracy bonus would look like the following: main hand -2 > free of hand given by this mod -2 > normal bonus attack off-hand from the vanilla game -3 (so that the -1 from the optional module is cumullative with the normal mod). 

      When looking in the combat chat however, it seems that only the -2 from 'Dual Wielding Rules' are applied. Are Off-Hand Rules only applied in the background like I know some scriptextender mechanics are, or did I do something wrong with the module perhaps?

      Edit: After more testing, the same is the case for all NPCs, so at least the rules are consistent and the same for everyone, just like it should be 
    3. ForgottenGod
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      Yes, it appears there were some bugs! I did some testing, it appears to be working as its suppose to.

      The alternative optional file should be what your looking for, it only adds a -1 to the vanilla bonus action offhand.
    4. genderwithyourmom
      genderwithyourmom
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      YES!

      It works EXACTLY like I had hoped for. Thank you so much!
  5. Agency0Ax
    Agency0Ax
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    It's kind of like the dual-wielding master. From my experience, -5 would be a more balanced number for non-light weapons.
    1. ForgottenGod
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      Non-light weapons really only give the potential damage increase of 1d6 to 1d8 unless otherwise magical, a -1 seems to account for the potential 2 damage increase however.
      That being said, I could make alternate changes as well if so desired.

      Alternate versions have been made, along with an optional -1 to offhand attacks file.
    2. Agency0Ax
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      You're right, -2 is a bit too far from -5, maybe -4/-5 (light/non-light) would be better.
  6. DemonEyesZero
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    Weapon Skill Cooldown & Weapon Skills While Dual Wield Will these two work with this, i also use ARSENAL OVERHAUL -- Weapon Viability Enhanced and Vanilla Equipment Overhaul for full reason why i ask, if so what is load order?
    1. ForgottenGod
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      those should all be compatible, this mod in no way modifies any weapons. That being said no way of knowing for sure without testing. I don't see a reason why they wouldn't be though.
    2. DemonEyesZero
      DemonEyesZero
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      Ok cool and is this still a thing?
      The artillerist hand cannon attack costs a bonus action point by the Artificer mod for some reason. I'm not sure where they are going with this so right now the mod doesn't work with artillerist's hand cannon attack.
    3. ForgottenGod
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      yes, I have done nothing regarding the artificer so I would assume the behavior is the same.