Is it possible to still use this mod? Now that theirs a vanilla giant class? But those don't have the stuff past level 12 so I'd rather use the mod version.
Expansion is going to be putting in all the new subclasses 13-20 features... its a WIP I havent tested if this will work on P8 ... may give it a try and see?
It does seem to work. I installed the mod, and a "Fast XP" mod to test it and leveled to 20. It seems this mod *does* overwrite the Larian version, which is pretty awesome. This version is far superior.
With the dissapointment i felt at the changes they made to the official Path of Giant Elemental Cleaver (doesnt convert weapon damage to elemental), I am so grateful to your mod for sticking to 5e RAW for this! cheers dude!
Just wondering If it it would be to add a file that just adds the elemental cleaver toggle to the official Path of Giants, would love to have that with the Kick and Mighty Impel animation!
Could you release an additional version where the Elemental Cleaver weapon appears in the backpack list instead of a separate list (like Sewinlife originally did)? Because while researching my build, I chose to multiclass into Battle Master (to get Action Surge and Fighting Style) and installed mods for additional Maneuvers (which are all from the tabletop rulebooks - I prefer a vanilla-like experience). However, I found that I can't use Quick Toss to throw weapons since it doesn't exist in the backpack list.
Anyway, I have respect for you and your work. Thank you very much
the game pathing isnt meant for stuff bigger than large walking around and interacting with stuff indoors... so when you get the ability to grow huge, you also have an option to instead grow to large to help the game out a bit
if you are huge in a two story building, you will sometimes be able to break the second story floor barrier and attack stuff on that level... again... game wasnt intending this sort of size bump
Infused weapon attack and throwing infused weapon stopped working. Everything was working fine until yesterday, when suddenly the weapon stopped appearing as infused. Also, no weapon appears to be thrown or infused.
With the release of patch 8, what's going to happen to this mod and the one bundled in the in game mod manager? Curious on whats the best idea for me to not have duplicated classes but keeping the bundled mod
1) larian will likely only have up to level 12 in their version and they are homebrewing many abilities it seems 2) i will preemptively rename all my mod's data something unique so it wont clash with how they might name their stuff 3) modio will have arcane archer/giant/drunken master removed from the combined mods 4) I will work with Celes to add the 13-20 level subclass abilities to Expansion for Larian's versions 5) my nexus standalone mods will stay available for people who want RAW implementations
This makes me so happy to hear! When I heard they were implementing Path of the Giant officially, I thought about you and this mod. I really love this mod and I hope their homebrew Path of the Giant is amazing, but I don't want to play BG3 without your mod. Thanks again for all your hard work.
Hello! I just wanted to post and ask if a patch for Mystra's Spells could be a possibility? Even though it does the same stuff as 5e Spells, the subclass doesn't seem to work with it out the gate. This is what shows up as a result when trying to pick it:
So, I installed the mod and required support mods, checked the sticked post to make sure I had to load order correct, then loaded up a save with a character in Act II so I could respec and make sure the subclass showed up...and it did not. Not sure what I'm doing wrong.
Edit: nevermind, I didn't realize that you had to enable them using the ingame mod menu in addition to downloading and setting them to active. Mea culpa.
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I havent tested if this will work on P8 ... may give it a try and see?
its due for an update though in the future... ill circle back to it if people still want to use this ... wasnt sure anyone did
Just wondering If it it would be to add a file that just adds the elemental cleaver toggle to the official Path of Giants, would love to have that with the Kick and Mighty Impel animation!
Anyway, I have respect for you and your work. Thank you very much
if you are huge in a two story building, you will sometimes be able to break the second story floor barrier and attack stuff on that level... again... game wasnt intending this sort of size bump
1) larian will likely only have up to level 12 in their version and they are homebrewing many abilities it seems
2) i will preemptively rename all my mod's data something unique so it wont clash with how they might name their stuff
3) modio will have arcane archer/giant/drunken master removed from the combined mods
4) I will work with Celes to add the 13-20 level subclass abilities to Expansion for Larian's versions
5) my nexus standalone mods will stay available for people who want RAW implementations
Edit: nevermind, I didn't realize that you had to enable them using the ingame mod menu in addition to downloading and setting them to active. Mea culpa.